Droon Encyclopedia
Learn more about all of the people, places, and things that make Droon so magical! Select a letter to see the corresponding list of words in the encyclopedia.
Agrah-Voor |
The city of ghosts and land of the lost. Here, the dead heroes of Droon wait for peace, at which point they will rise to live again. Ruled over by Queen Hazad. First reference: Book 6, The Sleeping Giant of Goll. |
Airplanes |
There are several airplanes in the Droon stories: Keeah's Dragonfly, Khan's purple ship, Sparr's terrible silver flying ship, and the one flown by Eric's great-great-great grandfather long ago, when he was an aviator and friend of the Wright Brothers. |
Amazing Flemky |
Minstrel who is first seen sitting at the top of a very tall, very skinny pole. Flemky is said to be the world's greatest splangle player. First reference: Book 30, Escape from Jabar-Loo. |
Ancient Knights of Pim |
Long ago, the knights were a fierce and evil army in the Upper World. Gethwing has sworn the Knights to allegiance with him when he begins his takeover of the Upper World in Book 26, The Moon Dragon. The knights are not as terrible as they are made out to be; they really just want to rest and enjoy their old age. |
Anga |
The leader of the weasel people in the forests outside Doobesh. A cranky fellow who eventually sees the light. First seen wearing a long blue coat decorated with gold chains, medals, and buttons. Two feet tall from his furry tail to the tuft on his head, but he has the puffed-up demeanor of a weasel twice his size. First reference: Book 36, Knights of the Ruby Wand. |
Anusa |
The beautiful Second Genie of the Dove and special friend of Galen. Anusa is the one whose task it is to help Galen on his journey of refreshment when he is very old. She helps the children greatly throughout the second part of the Droon story. She wears all white, and her hair hangs to her shoulders in a thousand braids, each strand sparkling with innumerable tiny jewels. First reference: Book 21, Flight of the Genie. |
Baggle |
Most talkative member of the Snowfolk people. He has a clipped way of speaking, but is a good and helpful soul. First reference: Book 33, Flight of the Blue Serpent. |
Bangledorn Forest |
The mysterious land of tall trees and hidden temples, inhabited by the famous green monkeys and their queen, Ortha. No magic is allowed in Bangledorn Forest, but that rule is often disobeyed. Deep within Bangledorn is its capital, a city built of tree houses of all sizes. The houses are made from branches and their roofs are thatched with fat green leaves. Giant towers are carved into massive tree trunks. Bridges made of woven vines dangle from one tall tree to the next." First real description: Book 10, Quest for the Queen. |
Barrowbork |
Gethwing's hideout in the Dark Lands. Barrowbork is a mountaintop lair of looming rock formations that arch up and crisscross the sky like an airy dome. At its center is a fiery stone furnace — a weapons forge — with crooked chimneys pumping plumes of oil-black smoke. Gethwing has had this secret lair for ages. There is a dark-lensed telescope there that Gethwing uses to spy upon the mortals below. First reference: Special Edition 6, Crown of Wizards. |
Batamogi |
Fox-eared king of the Dust Hills of Panjibarrh. He rules with his nine brothers, but those brothers are often on journeys here and there. Batamogi is an excellent soul, a great friend to the children, and is extremely resourceful. First reference: Book 6, The Sleeping Giant of Goll. |
Bazra |
This Queen of Robbers is the ruler of the Island of Mikos and its Treasure Fortress, where she hoards stolen objects of great magical value. Bazra is first seen as short and round, wearing a dazzling pink crown, furry pink robe, and pink shoes. Later, when she reveals her true self, she's anything but cute. Her cheeks shrivel as if she had sucked in all her breath, her skin turns the color of ash, and her eyes dwindle to shifty black dots in a sea of red. She becomes as gray as a ghost. The first time we actually see her is in Book 23, The Fortress of the Treasure Queen. |
Beffle, Mr. |
Trader the kids meet on their way into Jabar-Loo. First reference: Book 30, Escape from Jabar-Loo. |
Beffo |
So called "King of the Island Trolls," (though he seems to be the only Island Troll), Beffo has bushy blue whiskers that nearly hide an extremely bulbous nose. He is very old, short, with wrinkles all over his face and hands that are nearly purple with age. He is found by Lord Sparr and Kem after they crash land on a mysterious island. First reference: Special Edition 4, Sorcerer. |
Black Snow |
A beautiful but scary natural effect of the winters on Droon's moon. We experience it firsthand in Book 27, The Chariot of Queen Zara. |
Blackdark Castle |
A sinister monstrosity located in the depths of Calibaz, where Gethwing and the Knights of Pim reside after the moon dragon enters the Upper World in Book 26, The Moon Dragon. |
Blackdark Knights |
What the Ancient Knights of Pim turn into after a wicked spell cast by Gethwing. The Knights grow larger, their eyes turn red, and their faces become hard and dark. First reference: Book 26, The Moon Dragon. |
Bleakwold |
A site in the Dark Lands, drawn on a map taken from Bazra's treasure palace. Bleakwold is where Ko's famous ancient metal forge is located. First reference: Book 23, The Fortress of the Treasure Queen, but seen up close in the following book, The Race to Doobesh. |
Blegg |
Self-proclaimed "master thief" in league with Gethwing in the ancient past. Not a bad fellow, once you get to know him. First reference: Special Edition 3, Voyagers of the Silver Sand. |
Bludge |
Full name: Captain Thumpinius Bludge. He is the Ninn leader of a bunch of Ninn warriors, and turns into one of the children's greatest "inside" allies, reappearing in a number of Droon tales, including some of the very last. At first, Bludge hides his intelligence behind a veil of crude dialogue, but as we get to know him, he reveals his cleverness and way with words. First reference: Book 27, The Chariot of Queen Zara. |
Blue Pilkas |
Blue pilkas are larger than the usual white ones and can fly, which surprises the kids and proves very helpful in times of particular danger. First featured in Special Edition 3, Voyagers of the Silver Sand |
Blue Snow |
A strange phenomenon occurring only in the very northern parts of Droon, far beyond even Silversnow Mountain. According to legend, a great storm ravaged the far north of Droon, and blue snow fell from the sky like jewels. The storm caused a rift between Droon and the Upper World, allowing anyone to pass between them. First reference: Book 32, The Treasure of the Orkins. |
Blue Tigers |
Picturesque snowy beasts that young Sparr uses to fend off an attack by young Galen. First reference: Special Edition 4, Sorcerer. |
Blugs |
Very large, very strange, very shaggy beasts, covered in gray fur from head to foot. Blugs actually have three tiny feet, one of which makes gooey prints on the ground. The kids turn into Blugs to get into Shadowface's camp as they to try to save young Sparr. First reference: Book 28, In the Shadow of Goll. |
Bobba-bobba-bobba-batta |
The birth name of Hoja, Seventh Genie of the Dove. First revealed in Book 27, The Chariot of Queen Zara. |
Bodo |
One of the dinosaur-like Guardians of Ro, Bodo is mystical, virtuous, and has an aura of adventurer about him. First reference: Book 4, City in the Clouds, but seen in other crucial adventures, always with a helpful intent. |
Bombo |
Servant name made up for Keeah, to fool Lord Sparr when he enters Ut. First reference: Book 21, Flight of the Genie. |
Boola |
Duke of Samarindo, father of the funny sisters Looma and Sarla. Boola is a sad sack when his Dream Crown is stolen from him. But with some help from our heroes, he gets it back. First reference: Book 34, In the City of Dreams. |
Bottle of Ut |
The mysterious carved vessel that carries Ut around inside, it is used to create the city at its exact spot on the Saladian Plains. The bottle is made of dark glass with deep coiling designs etched on its sides. First reference: Book 21, Flight of the Genie. |
Bridge of Ice |
A nearly invisible bridge made of ice, located in the depths of Sparr's volcano palace. Across the bridge is an island. On that island is something that Eric needs. But first, he's got to find the bridge First reference: Book 2, Journey to the Volcano Palace. |
Bridge of Mists |
The quickest way to Agrah-Voor is to traverse the Bridge of Mists, located in Southwestern Droon. The bridge is actually made of stone, but only the nearest side is visible; the far side is enshrouded in mist. Only after receiving a trusted person's advice should you attempt to cross the bridge. First reference: Book 7, Into the Land of the Lost. |
Bumbalo |
A striped, growling creature that traditionally frightens Orkins. Ninns are also apparently afraid of the sound of approaching bumbalos, a fact that helps the children stay on Sparr's trail in Book 22, The Isle of Mists. |
Bumpalump |
What the Oobja people call an enormous rock in the Dust Hills of Panjibarrh. Later, the rock turns into something quite different that relates to Keeah's incredible wizard journey in Special Edition 2, Wizard or Witch? |
Calibaz |
Known as the "City of Tents," Calibaz is the unique and magical village beyond the veil, a world separate from our world, but adjacent to the children's town. Said to be always moving from one place to another, Calibaz is described as hundreds of tents, of every color and size, pitched along the narrow winding street. The air is filled with the strange, haunting music of flutes and horns and bells. Neal's talent with a particular magical flute allows the children to pass through the veil and enter the strange city. First reference: Book 19, The Coiled Viper. |
Cave of Night |
Place where Gethwing, the moon dragon, was born. This is also where, according to legend, there is a stone wheel that has turned incessantly since that evil hour. First reference: Special Edition 7, The Genie King. |
Ceremony of Truth |
Ancient technique used by Galen in times past, involving the throwing of a spaghetti-like substance on a target and reading the shape that results. First reference: Book 9, The Tower of the Elf King. |
Chamber of Fear |
Special place in Gethwing's ancient desert palace. First reference: Special Edition 3, Voyagers of the Silver Sand. |
Chariot of Queen Zara |
A magnificent silver chariot hitched to a great, motionless silver horse. Both the horse and chariot have giant, sweeping wings. It is an artifact of Zara's own making that resides in a secret chamber in the Forbidden City of Plud, waiting for the day when it is to be used again. It is used again in Book 27, The Chariot of Queen Zara. |
Children's Library |
Within the public library in Eric, Julie, and Neal's hometown, this is the site of several adventures. This is where the children do research for a school report and accidentally discover that Sparr is making his way through Time, all the way to the present. The Library is also the site of a special collection of old books, including one inexplicably written by Urik. First reference: Book 19, The Coiled Viper. |
Chronicles of Droon |
Galen's own massive history of the world of Droon from before the time of recorded events to the present and, perhaps, into the future. Mentioned throughout the Droon stories, the Chronicles are the great text upon which all future Droon scholars will base their studies. Often Galen enlists Max and the magical feather pen, Quill, to help him. |
City of Dreams |
Another name for the city of Samarindo, visited by the children only in Book 34, In the City of Dreams. It is called this because the Dream Crown worn by the Duke of Samarindo allows the Duke's dreams to become reality. |
Clinkface |
Ancient beast ruled by Ko that comes back to life in Book 22, The Isle of Mists. |
Coiled Viper |
The third of Sparr's Three Powers, a crown in the shape of a golden viper, coiled upon itself, its head jutting high like that of a cobra. It lies buried in the Upper World. The eyes of the Viper are gems of special potency. Sparr gives one to Eric in Special Edition 1, The Magic Escapes. It has extremely powerful qualities, relating to the animation of the sleeping Emperor Ko. |
Crimson Desert |
Homeland of the Sand Children and their dwelling place, the Lost Empire of Koomba. Its first reference is Book 35, The Lost Empire of Koomba. |
Crown of Wizards |
Dastardly concept of Gethwing's, to bring together the wizard and sorcerer powers of Princess Neffu, Prince Ungast, Lord Sparr, and his own dragony self. Under the supreme power of the Coiled Viper, Gethwing plans to create an invincible force for the takeover of Droon with this union of magic. First reference: Special Edition 6, Crown of Wizards. |
Dark Lands |
The part of Droon that is ruled by evil. Emperor Ko, Gethwing, and Lord Sparr all reside with their terrible armies of beasts, goblins, and wraiths in these dark, smoky lands. No sun shines there. The Dark Lands are often so dim and low-skyed that true wizard powers do not work properly, making every adventure within its borders a hazardous one. It lies on the fringes of the Bangledorn Forest. Its great water supply is the Serpent Sea. |
Dark Realm |
A term for the Underworld of Droon. First reference: Book 16, The Knights of Silversnow. |
Dark Stair |
A mysterious hidden staircase built by Ninns ages ago for Emperor Ko, to create the first way from Droon to the Upper World. Ko demanded it for a single purpose: to capture Queen Zara. First reference: Book 16, The Knights of Silversnow. |
Demither |
The Sea Witch, often called the Serpent Queen. Demither is a person of awesome power, who lives in water, often as a kind of serpent or wild mermaid. She has white skin, black lips, and long, wet, green hair. Her shoulders are dark and scaly. Demither is soft-spoken and subtle, except when angered. She has dominion over the creatures of the sea and of the waters themselves, and can stand up to Sparr on occasion. As one of the most important characters in the entire saga of Droon, Demither appears and reappears unexpectedly throughout the series, often revealing secrets and key information. Is she good? Is she evil? Where does she come from? Can she be trusted? Additionally, Demither and Keeah share some kind of secret bond . . . and some non-wizard powers. First reference: Book 2, Journey to the Volcano Palace. |
Demither's Lair |
An undersea palace, covered by a giant dome of rippling green glass. Inside the dome are giant sea caves, buildings made of red coral and blue stone, and long, curving bridges of shiny white shells. It also contains the fabled Doom Gate. First reference: Book 12, Under the Serpent Sea. |
Diamond Motor |
What lies at the center of Ro, the Flying City, which propels the city by utilizing its rare fuel of diamonds from the famed Kalahar Valley. First reference: Special Edition 3, Voyagers of the Silver Sand. |
Dirty Plate |
The name of a small but much-visited inn frequented by goblins in the city of Pesh. First reference: Special Edition 1, The Magic Escapes. |
Djambo |
One of the friendliest blue-skinned Orkins. His gentle manners and clever thinking come in handy far more than once. The kids know him from several adventures, particularly The Isle of Mists, but he happily reappears in Book 32, The Treasure of the Orkins. |
Dog-Eared Thief |
Robber who is not given a proper name when spotted by the children in the bottle city of Ut. A wise-guy, reluctantly giving up his treasure to the children when asked. First reference: Special Edition 7, The Genie King. |
Doobesh |
Distant, coastal city in the far south of Droon, first mentioned as the home of the Ruby Orb and the Sapphire Star, both orbs of great magic. Said to be a strange city of towers and turrets, a center of stealing and trading in magic, a gathering place of thieves and pirates, and one of the five Magic Cities in Droon. First reference: Book 13, The Mask of Maliban. |
Doofus the Ugly |
The surprising name of the servant of Sarla and Looma. Neal impersonates him to help his friends get into the palace of Prince Maliban. First reference: Book 13, The Mask of Maliban. |
Doom Gate |
The ultimate enchanted prison in all of Droon, situated under the sea below Demither's Lair. The Doom Gate is described as a huge slab of stone that stretches like a wall from the grotto floor to the high ceiling above. A black door is set deep into the bottom of the Gate. In its center is a flat space in the shape of a hand. First reference: Book 12, Under the Serpent Sea. |
Dora |
Little woman with a crooked step who pilots a boat across the river in Book 30, Escape from Jabar-Loo. |
Dracnak |
Monster in Droon, mentioned in passing in Book 20, In the Ice Caves of Krog. |
Dragon Ship |
Flying craft built by Emperor Ko long ago. It's sleek wings jut out from a scaly silver hull. On the front stands the figurehead of a dragon, fangs sharp as daggers. The Dragon Ship plays an enormous part in reanimating from his centuries' long sleep. Four hundred years earlier, Galen found the evil ship, took it apart, and hid the pieces so it could never be flown again. First reference: Book 18, Search for the Dragon Ship. |
Dragonfly |
A plane unlike any plane the kids have seen before. Two thin, rounded wings are attached to each side of a long skinny frame. Five cushioned seats are set inside from front to back. And a big wooden propeller sticks out of the flat nose. The Dragonfly was built by Friddle for Princess Keeah, and will come in handy more than once over the course of the stories. First reference: Book 12, Under the Serpent Sea. |
Dream Crown |
Magical crown that allows its wearer to shape the dreams of the people in the City of Dreams. First reference: Book 34, In the City of Dreams. |
Dream Tree |
Magical and massive tree growing out of the Temple of Zara in the center of the Bangledorn Forest. It is rumored that this tree sends dreams all over Droon and the Upper World. Where the dreams actually originate is one of the great secrets of Droon. First reference: Book 17, Dream Thief, and also a locale in Special Edition 8, The Final Quest. |
Droomar |
Elfin folk whose history dates from the beginnings of old Droon. They are the preservers of the Golden Age of Droon's wisdom, throughout all the dark years after the wrath of Ko and Gethwing spread over the world. Referenced in many books throughout the series, including Book, 17, Dream Thief. and Special Edition 2, Wizard or Witch? |
Droon Quest |
Described by Tarok as a great race for a wonderful prize, this race through the Bangledorn Forest turns out to be far more hazardous and its prize far more wonderful than anyone imagines. It consists of a chariot race, walls of fire, a raging river, and a narrow bridge to a distant island. First reference: Book 10, Quest for the Queen. |
Droonlings |
The name Salamandra calls Eric, Julie, and Neal when she comes to tell them about Sparr's plan for his united Three Powers. It is ultimately, we realize, a designation of respect. First reference: Book 22, The Isle of Mists. |
Duchess Dumpella |
The nice sister of nasty Duke Snorfo, who looks exactly like Julie. Sporting a keen sense of style, Dumpella has a little crush on Eric which convinces her to help the kids when they run afoul of the obnoxious Duke. Later, she transfers her crush to Neal, but her first reference is in Book 21, Flight of the Genie. |
Dune of Night |
A phrase from a poem by Quill that describes one of Gethwing's ancient desert palaces. First reference: Special Edition 3, Voyagers of the Silver Sand. |
Duppy, Mr. |
Trader the kids meet on their way into Jabar-Loo. First reference: Book 30, Escape from Jabar-Loo. |
Elephant King |
A being whom Galen had to fight on his way to creating the Rainbow Stairs, a story fully told only in Galen's Chronicles of Droon. First reference: Special Edition 3, Voyagers of the Silver Sand. |
Elfin Sight |
A magical power given to wizards at the moment it is most needed. It is a wizard's secret weapon, allowing them to see the world as never before, and the true mark of a droomar. First reference: Special Edition 2, Wizard or Witch? |
Empire of Shadows |
What Emperor Ko wants Droon to be, in order to recreate the dark world he was born into and ruled so many centuries ago. First reference: Book 22, The Isle of Mists. |
Eshku, Land of |
A strange and impossible land set in Time. It is a desert land five centuries long. It is what's known in Droon as a country of the past. The children must travel there in search of the Five Treasures in order to counteract a terrible spell by Emperor Ko. First reference: Special Edition 3, Voyagers of the Silver Sand. |
Fangmouth |
Name for the fanglike bars of a gate installed to protect against objects being stolen from Bazra's Treasure Fortress. First reference: Book 23, The Fortress of the Treasure Queen. |
Faraway |
The name of a mysterious person known to Galen, and the subject of a poem: "O, come to me, my Faraway! / Your voice as soft as feathers seems, / Come share your wisdom night and day / In wondrous visions and in dreams." We later find out the startling significance of the Faraway, as she relates to Galen's long past . . . and future. First reference: Book 17, Dream Thief. |
Farne Woods |
This vast forest north of Jaffa City is home to many mysteries. It was in a small cabin in the Farne Woods that Keeah was raised by her parents before they took their place in the royal capital of Jaffa City. It's also the home of Portentia the oracular oracle. First reference: Book 8, The Golden Wasp. |
Fazool |
A poison elixir that can cure Eric Hinkle of the curse put on him by the attack with the Ice Dagger in the far north of Droon. First reference: Book 35, The Lost Empire of Koomba. |
Fefforello |
Fifth Genie of the Dove who, as Hoja describes it, has gone "nutty, batty, loony, zany," when we first discover him in Parthnoop in Book 27, The Chariot of Queen Zara. (Later, he's okay.) |
Feodor |
A tiny spider troll in the village of Lubalunda. First reference: Special Edition 6, Crown of Wizards. |
Fifth River |
Magical waterway between Droon and the Upper World, conjured by Queen Zara centuries ago. The Fifth River flows upward from the spot where four rivers meet. First reference: Book 25, The Riddle of Zorfendorf Castle. |
Fifth Wonder |
The incredible Wonder that the legendary First Genie of the Dove performs in Book 27, The Chariot of Queen Zara. |
Fintop |
Ancient beast ruled by Ko that comes back to life in Book 22, The Isle of Mists. |
Fire Dragons |
Nasty creatures that fly around terrorizing the good citizens of Samarindo. First reference: Book 34, In the City of Dreams. |
Fire Monsters |
Stone-skinned creatures, sort of like dragons and cleverly indistinguishable from boulders, that protect Lord Sparr's volcano palace. They skirmish with the Lumpies and lose. First reference: Book 2, Journey to the Volcano Palace. |
Firefrog Mountain |
A prison on an island in the Sea of Droon. Firefrog Mountain is the setting for the escape of Hob, the royal maskmaker. First reference: Book 13, The Mask of Maliban. |
Firefrogs |
Green froglike creatures, large, with bulging purple eyes and long flickery tongues, who inhabit Firefrog Mountain. They are friendly and shy; their charge is to guard the mischief-makers that Galen sometimes sentences to the mountaintop. Often, the firefrogs are so nice, they let their prisoners escape. First reference: Book 13, The Mask of Maliban. |
Five Treasures, Legend of the |
An ancient tale written in the stones of the Tower of Memory in the City of Ro. It tells of five treasures hidden by Galen in the mysterious Land of Eshku. First reference: Special Edition 3, Voyagers of the Silver Sand. |
Flink |
Friendly sprite-like messenger, often aiding Galen and Keeah. Her voice is said to be like music playing, and her words are delivered in a sing-song manner. She flies quickly in and out of situations, delivering messages to and from the characters. First reference: Book 17, Dream Thief. |
Fluffems |
Enormous beasts, nine feet tall, with woolly pink coats, long furry trunks, and gigantic feet. The fluffems run in flocks and are the friends of genies, particularly of Hoja. First reference: Book 15, The Moon Scroll. |
Fog Pirates |
A species of bear-headed bad guys who sail the seas to the east of the Horns of Ko. They can be invisible on demand (turning into fog), but later change their tune and learn to be helpful. First reference: Book 14, Voyage of the Jaffa Wind. |
Foggy Cloud of Mist |
A charm that young Sparr tries to conjure to fool the moon dragon Gethwing. He doesn't get it exactly right. First reference: Special Edition 4, Sorcerer. |
Forbidden Passages |
A sequence of tunnels below the surface of the sand at Koomba. First reference: Book 35, The Lost Empire of Koomba. |
Forest of Bells |
A large wooded area in central Droon. The forest gets its name from the purple-and-blue blossoms hanging overhead, which ring like great chiming bells. The sound alerts a rogue band of Ninn warriors, and the kids have to run. First reference: Book 15, The Moon Scroll. |
Fountain |
The magical fountain that conducts the Fifth River, located in a secret chamber many levels beneath Zorfendorf Castle. The fountain is made of brilliant white stones carved into fantastic shapes, and rises from the floor all the way to the ceiling. First reference: Book 25, The Riddle of Zorfendorf Castle. |
Four Wonders |
Ancient genie test that the mysterious First Genie of the Dove was said to pass in a single day, adding a fabulous Fifth Wonder. The Four Wonders, according to Hoja, are: "To give to another, and yet receive. To follow another, and yet lead. To find another, and yet be found. And perhaps the greatest of them all, to die for another, and yet live." First reference: Book 27, The Chariot of Queen Zara. |
Frando, Mr. |
The gym coach at Eric, Julie, and Neal's school. First reference: Book 18, Search for the Dragon Ship. |
Friddle |
Kindly inventor of many objects of usefulness over the course of the saga, from Keeah's magical harp, to crazy vehicles used for desert travel, to spontaneous hot air balloons of exceptional utility. Renowned for his piloting ability, Friddle takes the helm of Keeah's sea vessel, the Jaffa Wind, for its famous voyage in Book 14, Voyage of the Jaffa Wind. In past days, he was known mysteriously only as "The Maker." First reference: Book 9, The Tower of the Elf King. |
Gabitamo |
Brother of Batamogi. First reference: Book 31, Queen of Shadowthorn. |
Galen Longbeard |
Galen is the 540-something-year-old First Wizard of Droon and a person of awesome power, if sometimes absentminded and forgetful. Cloaked in his usual blue robes and tall hat, with white hair and long white beard, Galen cuts a striking figure as he tramps around his vanishing tower and on the many adventures recounted in the Droon stories. Many ages before, Galen created and sealed the magical staircase that linked the Upper World Droon. At the beginning of the stories, it was Galen's duty to protect Droon from its chief enemy, the wicked sorcerer Lord Sparr, whose mission was to take over of all of Droon. To counter Sparr and other evildoers, Galen trains Keeah in her wizardly powers, knowing that one day she will be more powerful than all of them. In Book 11, it is revealed that the wizard was not always a bearded, old, and imposing fellow. He was quite a dashing swashbuckler, wielding a rainbow cutlass and wearing a ponytail! First reference: Book 1, The Hidden Stairs and the Magic Carpet. |
Gate of Life |
The preferred exit from Agrah-Voor on the fabled morning when Droon is finally at peace. The Gate has grown some cobwebs during the centuries as the ghostly heroes have waited and waited for it to open. First reference: Book 7, Into the Land of the Lost. |
Gelna |
Pink-cloaked wizard described as "Galen as if he were his own sister." She enters the scene in Book 29, Pirates of the Purple Dawn. |
Genies of the Dove |
An extraordinary bunch of time-traveling magical folks. The Seventh Genie of the Dove is Hoja, the Sixth is Jyme, the Fifth is Fefforello, the Fourth is Stream, the Third is River, and the Second is the legendary Anusa. They are mentioned often from Book 15, The Moon Scroll, onward, the busiest members being Hoja and Anusa. The First Genie of the Dove is revealed later. |
Gethwing |
Pure evil without redeeming qualities, as clever as anyone in Droon's long history. Gethwing is a Moon Dragon. He dominates the adventure from his first appearance, when he is described as having two pairs of wings that are very long and covered by scales the color of night. He has toothy jaws, a thick tail, and powerful forelegs ending in long, black-nailed claws. It was Gethwing who helped Emperor Ko raise Lord Sparr after the death of Sparr's mother, Queen Zara. First reference: Book 23, The Fortress of the Treasure Queen. |
Ghost Riders |
A strange mass of beings that work for Salamandra, trying to locate the pieces of the Dragon Ship. First reference: Book 18, Search for the Dragon Ship. |
Gizzleberries |
Fruit unique to Droon. Gizzleberries are the founding element of the famous Gizzleberry Festival, celebrated by the spider trolls annually at the height of the berry picking season. First reference: Book 14, Voyage of the Jaffa Wind. |
Glok |
A huge monster with lots of legs. Not a friendly creature, Glok fiercely defends the city of Jabar-Loo. First reference: Book 30, Escape from Jabar-Loo. |
Glove of Power |
A black, armored glove that is isolated on the island on the far side of the Bridge of Ice. It has magical powers that Eric uses to help him and his friends escape from Lord Sparr's volcano palace. First reference: Book 2, Journey to the Volcano Palace. |
Goblins |
There are hundreds of different kinds of goblins, from Salamandra's henchmen in Pesh, to Ko's creepy and evil-doing specialists. Goblins range throughout the history of Droon, and of the Upper World as well. They are sneaky and clever, and they love pies. |
Golden Wasp |
The second of Sparr's Three Powers. This giant, golden mechanical wasp acts as Sparr's transportation during his accumulation of power. Its sting turns normal folk into the dreaded wraiths, soulless creatures without faces. According to Galen, the Wasp "controls the minds and thoughts of others." First reference: Book 6, The Sleeping Giant of Goll. |
Goll |
The ancient wicked empire of the beasts. Goll is rooted in the dark times of Droon's past and was a powerful dynasty of leaders who built palaces and cities all across the length and breadth of Droon, from the Dark Lands to the western coast of Free Droon. The ruins of Goll temples and cities litter the sands, after Galen defeated the beasts long ago in the Wizard Wars. Goll is relegated to the Underworld of Droon. It has always been Ko's wish to resurrect the dark majesty of Goll. First reference: Book 6, The Sleeping Giant of Goll. |
Gondra |
A great, ugly dragon that menaces the Dream City of Samarindo. The letters which form this dragon's name are the same letters which form the word "dragon" itself. First reference: Book 34, In the City of Dreams. |
Grayclaws |
Ancient beast ruled by Ko that comes back to life in Book 22, The Isle of Mists. |
Great Tower of Great White Tower |
The tall white tower that is the center of Zorfendorf Castle. The Great Tower is enormous and hollow, and is the first part of the castle visible when approaching from the far distance. Its most important description is found in Book 25, The Riddle of Zorfendorf Castle. |
Green Meanies |
Deep-hooded spies of Prince Maliban, the mysterious being living on the moveable city of Tortu. First reference: Book 13, The Mask of Maliban. |
Green Twilight |
A patch of moving cloud on the Sea of Droon. It is a bright silvery green color, and appears when someone enters Droon from the future. First reference: Book 29, Pirates of the Purple Dawn. |
Grimpen Marsh |
Mucky area near the Valley of Pits. The marsh was the scene of one of Galen's encounters with a goblin sent by Ko to destroy the wizard. First reference: Book 15, The Moon Scroll. |
Groggles |
Big flying lizards, groggles are ancient creatures, often recruited by Ninn warriors as their main mode of transportation. Groggles can be pets, however, and Khan (king of the Purple Lumpies) is a well-known groggle whisperer. But they are most often on the wrong side of the good-guy/bad-guy debate. First reference: Book 1, The Hidden Stairs and the Magic Carpet. |
Grompus |
Giant shaggy-haired worm, thirty feet long from snout to tail. Grompus is the servant of young Sparr, on his mission in ancient Goll. First reference: Special Edition 4, Sorcerer. |
Grunto |
Captain of beasts, in charge of the Ninns stationed in the Crimson Desert. First reference: Book 35, The Lost Empire of Koomba. |
Gryndal |
Dragon-like monster and leader of the pig-nosed elves, Gryndal turns out to be quite different than expected. First reference: Book 9, The Tower of the Elf King. |
Guardians of Ro |
Two seven-foot-tall lizards with large heads, Bodo and Vasa. They speak cleverly and a lot, and are the keepers of Droon's long history. They are friends of Quill, the magical pen. First reference: Book 4, City in the Clouds. |
Guffle |
A huge spidery beast with thick red legs and black fur, which trails white slimy webbing behind it. It is said to be attracted to the sound made by bumbalos. First reference: Book 22, The Isle of Mists. |
Hagdy |
Twin sister of Magdy, though older by a whole minute. Hagdy is a witch and former inventor who lives in the hills above the city of Doobesh. First reference: Book 36, Knights of the Ruby Wand. |
Haggons |
A trio of winged creatures, sisters, whose skin is scaly and lizardlike, but whose heads have wrinkled old faces, with pointed red noses, scraggly beards, long gray hair, and teeth that are chipped and broken. They work for Lord Sparr, spying as they fly through the air. First reference: Book 16, The Knights of Silversnow. |
Hakoth-Mal |
The ancient Droonian name for the wingwolves. First reference: Book 17, Dream Thief. |
Hammer of Kahfoo |
Artifact snitched from Bazra's Treasure Fortress, with particular usefulness for Lord Sparr deep under the Mountain of Kahfoo. First reference: Book 14, Voyage of the Jaffa Wind. |
Hazad or Queen Hazad |
The "Ghost Queen" of Agrah-Voor, ruling the land of the lost with kindness, intelligence, and hope. When Droon finally achieves lasting peace, she hopes that her vast population of stricken warriors will rise to walk again. Her crown is peculiar and oddly shaped, as if it were made of thick branches of wood. Her gnarly wooden cane is what that the Golden Wasp was charmed into. First reference: Book 7, Into the Land of the Lost. |
Hinkle, Eric |
Thoughtful, honest, and the leader of the trio of best friends. The Rainbow Stairs are discovered in his basement. Although he certainly doesn't see himself as any kind of hero, when something needs to be done, he doesn't stop to think about it — he just does it. Eric knows (from reading the writing in the Tower of Memory) that he and his friends have an important part to play in the future of Droon. He dreams of the place often, is plagued by nightmares about Lord Sparr, makes mistakes, and goes out on a limb to protect his friends. Eric develops magical powers in Book 12. This begins his long road to becoming a full-fledged wizard. |
Hinkle, Mr. and Mrs. |
Eric's parents are often part of the adventure, in one way or another, usually without knowing it. Mrs. Hinkle later is seen to have been in possession of a magical object of great power. Both Hinkle parents go to Droon at several points in the saga. First appearance: Book 1, The Hidden Stairs and the Magic Carpet. |
History of Zorfendorf Castle, The |
A giant red-covered book in the library at the castle that chronicles the hundreds of years that the white-walled castle has been standing on the green plains of southern Droon. First reference: Book 25, The Riddle of Zorfendorf Castle. |
Hob |
Clever and mischievous maker of intricate masks. Hob is a furry imp with yellow and red spots and a face like a snarling badger. He learned evil symbols from the walls of the ruined palaces of Goll that allow his masks to take on magical properties. He is an excellent craftsman. We see him in many episodes after his first appearance in Book 13, The Mask of Maliban. |
Hoja |
Time-traveling Seventh Genie of the Dove, part of a band of super-powerful genies whose dominion of time and magic extend from the first hours of Droon to far into the future. Hoja is a bearded man dressed in flowing robes who wears an enormous blue turban. This gargantuan turban, which changes colors from story to story, has magic like you wouldn't believe. Hoja riddles strangely, as traveling through time requires him to veil his words, but he is always helpful. First reference: Book 15, The Moon Scroll. |
Hoobahs |
Froglike creatures residing in Calibaz. Friendly and timid, the hoobah people are oppressed by various forces, including the Ninns, and are known to say "Glemf!" as a kind of exclamation. First reference: Book 19, The Coiled Viper. |
Hoolifans |
Three-legged creatures that live in Tortu. They are mentioned in Book 13, The Mask of Maliban, and later in Special Edition 3, Voyagers of the Silver Sand. |
Horn, or the Horn of Pikoo, or Pikoo's Horn |
The strange recorder-like horn that only Neal knows how to play. It can magically conjure the entrance (and exit) to Calibaz, the "City Beyond the Veil." First reference: Book 26, The Moon Dragon. |
Horns of Ko |
Jagged rocks on either side of a narrow passage that are carved into the shape of giant bull heads. Each has three eyes made of bright red rock. Twin horns, all jagged and black, jut out from each head. The fangs sticking out from each jaw are white granite. The rocks part and crash together, defending the Serpent Sea and the rest of the Dark Lands from attack by water. First reference: Book 14, Voyage of the Jaffa Wind. |
Hourglass |
Giant object seen in passing in Ut's Museum of Magic. First reference: Special Edition 7, The Genie King. |
Ice Dagger |
An unbreakable dagger made of ice, with a poison tip. It's used to wound one of the Sons of Zara before it goes astray. First reference: Book 33, Flight of the Blue Serpent. |
Ice Hills of Tarabat |
Located in Tarabat, very far north in Droon. The Ice Hills are mentioned in several books, the first being Book 1, The Hidden Stairs and the Magic Carpet, where the kids go to escape the pursuing Ninns. |
Iceman |
A creature of strange origin that confronts the children with silly riddles on their way into the far north of Droon to find the ice monster Krog. First reference: Book 20, In the Ice Caves of Krog. |
Icthos |
Broken-winged Hawk Bandit and right-hand man to bandit leader Ving. First reference: Book 11, The Hawk Bandits of Tarkoom. |
Ing |
Baby brother of the twin baddies Ving and Ming. Ing is also a hawk creature with a snotty attitude, learned from his older siblings. He wears a diaper that is frequently in need of changing, a fact that helps the children on at least one occasion. First reference: Special Edition 7, The Genie King. |
Invisibility Cloak |
This cloak allows its wearer to move about invisibly, and is used by Eric on his first adventure in Droon. It is rarely seen after that. First reference: Book 1, The Hidden Stairs and the Magic Carpet. |
Iron Gate |
A locale in ancient Goll where Ko goes to animate the Seven Giants, creatures he wants to do his bidding. First reference: Special Edition 4, Sorcerer. |
Isha |
Tender little bird that is, surprisingly, the pet of Lord Sparr. It flies all around Droon, discovering helpful bits of knowledge that it brings to Sparr. First reference: Book 34, In the City of Dreams. |
Island of Kahfoo |
Mountainous island in the Serpent Sea that is shaped like a snake. First reference: Book 14, Voyage of the Jaffa Wind. |
Isle of Mists |
According to legend, this mist-covered island is the birthplace of Emperor Ko. It is located in the Serpent Sea, and is the source of Ko's tremendous dark power. It does not appear on any map. Its shore is black sand, it has moss hanging down from its overgrowth of vines, and there are traces everywhere of blue foggy air. First reference: Book 18, Search for the Dragon Ship. |
Jabar-Loo |
Said to be the place where Relna and Zello have disappeared in Book 29, Pirates of the Purple Dawn. The city becomes the setting for a great mission to find the royal couple in Book 30, Escape from Jabar-Loo. |
Jabbo |
Salamandra's royal pie maker, Jabbo is a short, squat dragon with brown spiky skin as rough and dusty as a potato. He becomes quite a character in the Droon story, even to the last pages. First reference: Special Edition 1, The Magic Escapes. |
Jaffa City |
Renowned and beautiful capital city of Droon. Jaffa City is home to the royal family, a symbol of peace, and the last bastion of goodness and honor in a darkening world. Jaffa City is Keeah's home and where her parents, Queen Zara and King Zello, rule. It is attacked many times over the years, but it is always the capital and always beautiful. |
Jaffa Wind |
Keeah's sail and steam-powered ship, seen throughout the saga. Often piloted by the odd little inventor Friddle, who is strangely gleeful during moments of great stress at sea. First reference: Book 3, Mysterious Island. |
Jotli |
One of three crows friendly to the mysterious Prince of Stars; he can change shape. First reference: Book 20, In the Ice Caves of Krog. |
Jyme |
Sixth Genie of the Dove who lives in the "far east." She is a water genie, and has extraordinary shifting powers. Jyme is very old, yet appears from moment to moment as a young woman. First reference: Book 27, The Chariot of Queen Zara. |
Kahfoo |
Monstrous snake that lives in the Room of Kahfoo in the Mountain of Kahfoo on the Island of Kahfoo. First reference: Book 14, Voyage of the Jaffa Wind. |
Kahfoo Island or Island of Kafoo |
Home of Kahfoo the snake; this is an evil place where Sparr goes to work some dark magic. First reference: Book 14, Voyage of the Jaffa Wind. |
Kalahar Valley |
Diamond-strewn valley of great beauty and utility. Kalahar is the landing place of the Flying City of Ro one day every year. The citizens of Ro collect the valley's diamonds, which fuel the city's invisibility. First reference: Book 4, City in the Clouds. |
Kano |
Name given to Sparr's hidden empire, located in the Dark Lands. At the center of Kano is one of his homes, a menacing palace in the middle of a volcano. According to legend, the door to the land of Kano "can be seen where it is not." The discovery of the Kano door is one of the most stunning moments in the early stories about the Dark Lands. First reference: Book 2, Journey to the Volcano Palace. |
Kantina du Koomba |
A ramshackle establishment in the center of the Crimson Desert. The Kantina serves food and beverages to weary travelers crossing the miles and miles of sandy dunes. First reference: Book 35, The Lost Empire of Koomba. |
Keeah or Princess Keeah |
One of the most important characters in the entire world of Droon. The daughter of Queen Relna (a powerful wizard in her own right) and King Zello (a fairly regular guy), Keeah is awkwardly learning to assume her destiny as a wizard and the successor of Galen, while still trying to be a kid. She instantly embraces Eric, Julie, and Neal as close friends. Keeah loves Droon, and her responsibility to uphold the good weighs heavily on her at times. Often it is Keeah's spiritual and physical journeys that shape the kids' adventures in Droon. In Special Edition 2, Wizard or Witch?, she battles her witchy alter-ego Princess Neffu for dominance. Keeah emerges stronger, more confident, and more adventurous. First reference: Book 1, The Hidden Stairs and the Magic Carpet. |
Kem |
This two-headed dog beast is the watchdog of the old city of Tarkoom, and personal pet of Lord Sparr. Imagined to be dead, Kem returns after an earthquake reveals his tomb. Later, he develops into a first-rate creature with many useful qualities, not the least of which is a sharp sense of humor. Reunited with Sparr has a mellowing effect on Kem, though when we first see him, he's pretty nasty. First reference: Book 11, The Hawk Bandits of Tarkoom. |
Khan, King of the Purple Lumpies |
Another of the seminal characters in the Droon saga. The Lumpies are pillow-shaped people who live in the deserts of Lumpland, south of Jaffa City. As their king, Khan has a family of two children and a wife, his queen, all of whom love their father and husband unflinchingly. Not is Khan known for the ability to sniff out danger, he is a pudgy little hero, beloved of his people — they would follow him anywhere. He is a key member of the crew in the legendary voyage undertaken by the Jaffa Wind and recounted in Book 14. First reference: Book 1, The Hidden Stairs and the Magic Carpet. |
Kindu Dagger |
Weapon of choice of one of the Hunters, the Kindu Tribesmen. First reference: Special Edition 6, Crown of Wizards. |
Kindu Tribesmen |
Warriors used by Gethwing to achieve his dastardly aims. Known finally as the Hunters, for they were sent to the Upper World to find something . . . or someone. First reference: Special Edition 6, Crown of Wizards. |
Knights of Silversnow |
Great and noble warriors who have slept for centuries, waiting for the hour when Droon needs them most. The three knights, each seven feet tall, are named Old Rolf, Lunk, and Smee. First reference: Book 16, The Knights of Silversnow. |
Ko |
Emperor of the beasts, ruler of ancient Goll. Ko was brought back to life in Book 22, The Isle of Mists, by Sparr to resume his aggression in modern Droon. He is eight-feet tall, has the head of a bull, and four arms. His skin is gray, and his eyes a burning red. He also has two curved horns that spout fire, usually the green fire of beasts. Ko kidnapped Queen Zara and Sparr in 1470, suffered defeat later by Galen, conjured himself to sleep, and was finally awoken by Sparr. His heart is dark, steely, and resolute: he wants to rule. A terrible, powerful presence in Droon, Ko is dedicated to destroying Droon and converting all the nice spots to parts of the Dark Lands. |
Kraken |
An unfriendly, pike-tailed, knob-headed water beast living in the muddy canals of Pesh. First reference: Special Edition 1, The Magic Escapes. |
Krog |
A beast that has awoken in the far north of Droon that, according to legend, takes over the body of anyone who defeats it. Krog is a monster with wings, a thick, jagged tail, and a massive body covered with long fur, scales, and knobby skin. First reference: Book 20, In the Ice Caves of Krog. |
Kroger, Neal |
Neal was never sure that he and his friends should be going down those weird stairs to some new world under Eric's basement. But now he's sold on the place. Neal likes the easy life and is on a perpetual quest for food, which sometimes clouds his judgment. He is often the awkward butt of botched spells, as when he became a bug in Book 3, The Mysterious Island. He sometimes freaks out and does stuff that he shouldn't (blowing up the airship they are flying in, Book 4). Neal is something of a grumbler, but he is as loyal as they come, not thinking about personal safety when his friends are in trouble. Many of the small, cuddly creatures of Droon (Lumpies, spider trolls, mole people, etc.) seem to have accepted Neal as one of their own. He doesn't mind. Of course, in Book 27, The Chariot of Queen Zara, something happens that changes Neal's life forever. |
Kroger, Mrs. |
Neal's mother and head librarian at the public library. First reference: Book 19, The Coiled Viper. |
Krone |
Ice village of the Snowfolk people that is under attack by the Nesh Warriors in Book 33, Flight of the Blue Serpent. |
Kubar River |
River in Droon where Queen Relna's navy was once frozen by Gethwing. |
Landboat of Pesh |
A magical boat with wheels. The Landboat of Pesh is conjured from an object of great value that Salamandra asked Eric to find for her. It serves one great magical purpose. First reference: Book 31, Queen of Shadowthorn. |
Leep |
Galen's pilka. It can disappear sometimes, which comes in handy on Eric, Julie, and Neal's first adventure in Droon. Leep is the pilka of choice when it comes to speed. First reference: Book 1, The Hidden Stairs and the Magic Carpet. |
Lena |
Pink-tasseled daughter of Khan, king of the Purple Lumpies. First reference to Lena by name: Book 30, Escape from Jabar-Loo. |
Libraries |
There are several great libraries mentioned in the Droon stories, perhaps the most famous being the library at Zorfendorf Castle. Droonians are passionate about collecting books and scrolls and other written materials, for documents hold the magic, the history, and the humanity of a people. Other libraries include the Library of the Dead in the city of Agrah-Voor (a storehouse of ancient wisdom from the ages), and the Tower of Memory (where Droon's history is written on stone by Quill and protected by the Guardians, Bodo and Vasa.) |
Living Map |
A map or sometimes a globe that moves, almost like a video. Tiny clouds drift over the area depicted, the waves on the seas roll, ships sail, birds fly. There are several examples of this fascinating document creationthroughout Droon, some used by Droon's enemies, others by the good folks. One example, conjured by Gethwing for the edification of Prince Ungast, is described in Special Edition 6, Crown of Wizards. |
Looma |
Twin of Sarla, and with her one of the princesses of Samarindo. Looma is obsessed with Neal's yellow hair and his boyish cuteness. First reference: Book 13, The Mask of Maliban. |
Lubalunda |
Sunny homeland of the spider trolls and Max's native village, long hidden in the Pink Mountains of Saleef. It's the location of great festivals revolving around the planting, harvesting, and baking of gizzleberries. The hills surrounding Lubalunda are covered with heather. The spider troll village bears a cobblestone street plan that mimics the strands of a spider web, with the mayor's house in the center. The houses themselves are neat, little nests — papery like wasp nests, but colored with soft, earthy pastels. The houses also sport round windows like portholes, window boxes, and chimneys. First reference: Special Edition 6, Crown of Wizards. |
Lumpland |
Glorious desert homeland of the Lumpies and scene of many adventures in the saga. Lumpland's rolling dunes go on and on, and in the center lies the Lumpies' village. |
Lunk |
A Silversnow Knight with a clever ability to craft things. Lunk is helpful and kind, as well as a menacing fighter when he needs to be. First reference: Book 16, The Knights of Silversnow. |
Magdy |
Old woman, a witch, first seen dressed in rags near the city of Doobesh. Her skin is the color of pistachio, and her nose is so long it nearly touches the tip of her chin. Often accompanied by a singing harp. Twin sister of Hagdy. First reference: Book 36, Knights of the Ruby Wand. |
Magibota |
Brother of Batamogi. First reference: Book 31, Queen of Shadowthorn. |
Magic Bracelet |
Trick jewelry given by Gethwing to Prince Ungast. The bracelet is given on the last full day before the predicted final attack on Jaffa City. First reference: Special Edition 8, The Final Quest. |
Magic Harp |
Keeah finds her long-lost magical plinking harp in her old cottage in the Farne Woods. It was crafted by the inventor Friddle, and it tells secrets — but only if you know how to interpret the plinking and slapping of strings. (Luckily, Keeah knows how.) There are jewels inlaid along the frame of the harp. First reference: Book 8, The Golden Wasp. |
Magic Mirror |
Galen's ancient and magical mirror that can be used to spy on happenings in nearly every part of Droon. A miniature variety acts as a portable Magic Mirror and has come in handy often. First reference: Book 1, The Hidden Stairs and the Magic Carpet. |
Magic Orbs |
There are several magical orbs in the Droon saga. An interesting one appears in Book 7, Into the Land of the Lost, where Lord Sparr uses a black one with designs etched on the surface to put a spell on Keeah, thus capturing her. The spell it creates is in three dimensions, since it builds an impenetrable maze around Keeah. See also the Ruby Orb of Doobesh, the Sapphire Star of Doobesh, and the Spiked Ball used by the Hunters. |
Magical Pyramid |
Scene of a confrontation between the Rat-faced Snitchers and the children. The pyramid appears from under the magical sands of Pethkaloo, in the desert of Lumpland. First reference: Book 32, The Treasure of the Orkins. |
Maliban or Prince Maliban |
A mysterious personage living in Tortu, who demands a magical mask of Hob. First reference: Book 13, The Mask of Maliban. |
Marmets |
Furry little orange creatures who love cheese, the marmets infest Keeah's rooms in the palace of Jaffa City, for reasons that will be made clear only later. First reference: Book 16, The Knights of Silversnow. |
Mashta, Flying Empress of the Sand Children |
First mentioned in passing in Book 8, The Golden Wasp, Mashta and her sand children finally make a starring appearance in Book 35, The Lost Empire of Koomba. Mashta is, of course, the kindly and diminutive monarch who governs the Sand Children as they play in the red desert of Koomba. She is extremely helpful to the children. |
Max |
One of the most important characters of the entire epic tale of Droon. Max is Galen's assistant and loyal friend, a large spider with the head of a troll. He has unkempt orange hair, and he often speaks with a high-pitched twitter. Max does not have magical powers, but his ability to spin webs of spider silk has come in handy, often saving the children from destruction. He takes care of Galen as much as the wizard takes care of him. We see his extended family and homeland in later books, but his first reference is in Book 1, The Hidden Stairs and the Magic Carpet, and he is seldom out of the action for long. |
Mayor Tibble |
Civic ruler of Lubalunda, village of the spider trolls. First reference: Special Edition 6, Crown of Wizards. |
Meadow Snakes |
A variety of common snake in Droon. Evil spells can turn meadow snakes dangerous. First reference: Book 17, Dream Thief. |
Meredith |
A girl who attends the same school as Eric, Julie, and Neal, and who lives down the street from them. In Book 24, The Race to Doobesh, we see her spying on the kids — and she appears to know something about Droon. She is a major character in other stories, as well. |
Meshka-mat |
One of the greatest cities of ancient Goll, according to Gethwing. The wars between Galen and Ko destroyed it centuries ago. Among its ruins exist traces of quite potent magic. Gethwing and Prince Ungast are traveling to Meshka-mat at the beginning of Special Edition 6, Crown of Wizards. |
Mibotaga |
Brother of Batamogi. First reference: Book 31, Queen of Shadowthorn. |
Michaels, Mrs. |
Eric, Neal, and Julie's schoolteacher during many of the books. Mrs. Michaels is very kindly and smart, an ideal teacher who knows nothing about Droon. First reference: Book 10, Quest for the Queen. |
Mikos |
Island in the Sea of Droon and site of the Treasure Fortress of Bazra. First reference: Book 14, Voyage of the Jaffa Wind. |
Millennial Calendar |
Droon's physical calendar, detailing the eons of its existence. Five "cycles" of the calendar have passed between the world's beginning and the present day. First reference: Special Edition 8, The Final Quest. |
Ming |
A hawk lady and twin sister of Ving, leader of the Hawk Bandits of Tarkoom. In their youth, Ving would form a group of bandits and prey on land travelers, while Ming would take a crew of pirates and terrorize the open seas. First reference: Book 29, Pirates of the Purple Dawn. |
Mini-Speeders |
Pasha's personal flying carpets, described as "faster than fast," and a favorite of the kids. First reference: Special Edition 3, Voyagers of the Silver Sand. |
Minky |
A baby groggle, and Theesha's pet. In response to the children's kindness, Minky will later be very helpful to them. First reference: Special Edition 3, Voyagers of the Silver Sand. |
Mintar |
Rocky coastal country in the southeast of Droon, at the very edges of the Dark Lands. First reference: Book 9, The Tower of the Elf King. |
Mokarto |
New city being built of magical stones by Ving and Ming, using the famed Stone Mills of Feshu. The city of Mokarto will be the headquarters for lots of evil doings, unless the kids manage to thwart the building plans. First reference: Book 29, Pirates of the Purple Dawn. |
Moomflod |
Creature in Droon, mentioned in passing in Book 20, In the Ice Caves of Krog. |
Moon Dragon |
There is only one moon dragon we ever meet: Gethwing, the supreme dragon. He is as sinister and powerful as he is intelligent and wily. First reference: Book 23, The Fortress of the Treasure Queen. |
Moon Medallion |
Amazingly powerful object created by Zara, Queen of Light, and her three sons. The Moon Medallion is sometimes described as a stone of pure white, but sometimes as a silver object, the color of the moon shining in the night sky. First mentioned by Galen as the only object more powerful than the Coiled Viper. First reference: Book 19, The Coiled Viper. |
Moon Scroll |
An impressively powerful document that represents some of Galen's very first writings. The Moon Scroll is a narrative of the young wizard's earliest journeys across Droon. First reference: Book 14, Voyage of the Jaffa Wind. |
Moonfox |
A talking, growling, snarling, fox-like creature with four sharp ears, bright blue fur, a snubby pink nose, and long teeth. Julie mistakenly brings it back with her from Droon — the first time someone takes something from Droon into the Upper World. As a result, something from the Upper World goes to Droon to keep the two worlds in balance. That transfer is the springboard for the whole adventure of Book 8, The Golden Wasp. |
Mooples |
Furry, friendly, otter-like creatures who are helpful to the extreme. Mooples live exclusively in the Everywhere Passages. They help Eric in Book 11, The Hawk Bandits of Tarkoom, and tell him how they aided Keeah earlier. The mooples — and the Passages — reappear in later Droon adventures, even to the very last pages of the saga. |
Morka |
Island in the Sea of Droon that is home to the hog elves and their king, Gryndal, whom we meet in Book 9, The Tower of the Elf King. We see Morka for the first time in Book 18, Search for the Dragon Ship, when Salamandra and her minions invade the island. |
Motli |
First appearing to the children as a mysterious young girl, holding a candle and walking along a deserted road, Motli is someone else entirely and returns in future adventures. First reference: Book 20, In the Ice Caves of Krog. |
Mudji |
Great uncle of the Orkin Djambo. Mudji is the elder Orkin celebrated as the one who caught the single blue snowflake (actually the scale of a blue serpent) during the storm of a hundred years past. First reference: Book 32, The Treasure of the Orkins. |
Museum of Magic |
A museum in the City of Ut where magical objects of all types collected throughout Droon are brought, stored, and exhibited. The children have visited the museum twice. Mentioned in Book 21, Flight of the Genie as well as Special Edition 7, The Genie King. |
Myrgings |
A location somewhere in the Dark Lands, drawn on a map taken from Bazra's treasure palace. First reference: Book 23, The Fortress of the Treasure Queen. |
Neffu or Princess Neffu |
Keeah's opposite, being the evil side of the good princess. Neffu quickly aligns herself with the bad guys and grows in power all the way through the Droon stories. She later becomes one of the prized "jewels" in Gethwing's Crown of Wizards. First reference: Special Edition 2, Wizard or Witch? |
Nelag |
The unwizard, the backwards and opposite of Galen. Nelag is a being without real magical power who is constantly saying and doing the "wrong" thing and having it turn out to be, most of the time, exactly right. First seen in Book 14, Voyage of the Jaffa Wind. |
Nerona |
Ancient port city of old Goll, called "golden," in whose harbor lies young Queen Relna's pink sailing ship; it is the scene of a tragic siege. First reference: Special Edition 4, Sorcerer. |
Nesh Warriors |
Creepy fighters in the far north of Droon, they look like skeletons with broad shoulders that are hung with icicles. They are all bones and joints, with heads no wider than their limbs. The Nesh Warriors are also called Yugs. First reference: Book 33, Flight of the Blue Serpent. |
Nightfox |
Beautiful little creature that haunts the deserts of Droon. First reference: Book 35, The Lost Empire of Koomba. |
Ninns |
Warriors pressed into service by Lord Sparr. Ninns are large, pointy-chinned, pointy-eared, red-skinned, and nasty. They are also a bit clumsy and slow at times. There are hundreds of thousands of Ninns, and their sheer number creates a frightening force for evil. But they are not all bad; see the entry for Bludge. Ninns are also related to Orkins in an unusual way, as described in Book 16, The Knights of Silversnow. First reference: Book 1, The Hidden Stairs and the Magic Carpet. |
Nobclaws |
Ancient beast ruled by Ko, which comes back to life in Book 22, The Isle of Mists. |
Nok |
Leader of the Warriors of the Skorth, who land in Doobesh to demand the Ruby Wand from Anga. First reference: Book 36, Knights of the Ruby Wand. |
Nono |
One of the three Ninn ships; all are captured by the Hawk Pirates in Book 29, Pirates of the Purple Dawn. |
Nroth |
A site in the Dark Lands, drawn on a map taken from Bazra's treasure palace. First reference: Book 23, The Fortress of the Treasure Queen. |
Num |
A giant creature on his own island, who tries to prevent the children from completing their voyage aboard Keeah's ship, the Jaffa Wind. First reference: Book 14, Voyage of the Jaffa Wind. |
Obelisk |
Spire built over the spot where Om, the spirit of the Red Eye of Dawn, burned his way through the middle of Droon. First reference: Special Edition 7, The Genie King. |
Old Rolf |
Essentially the leader of the three Silversnow Knights, he is seven feet tall and four feet wide at the shoulders. Supremely courteous to Keeah and her friends, Rolf was in the ranks of Galen's army long ago in the Wizard Wars. First reference: Book 16, The Knights of Silversnow. |
Om |
The spirit living inside the Red Eye of Dawn. Om speaks silently to Eric, alarming him. First reference: Book 12, Under the Serpent Sea. |
Orkin Homeland |
A country and city in northern Droon that consists mainly in a valley. Here lies a tiny village of green huts shaped like mushrooms. Each has a small grass yard and a big round door. Four plump towers squat around a main square. First reference: Book 22, The Isle of Mists. |
Orkin Treasure |
A blue snowflake of strange and mysterious value, kept by the Orkins after it first appeared in a snowstorm a century before Book 32, The Treasure of the Orkins. |
Orkin Wonder |
Super-strength string cheese with all sorts of attributes and uses. (The Orkins are time-honored cheesemakers.) First reference: Book 22, The Isle of Mists. |
Orkins |
The race of peaceful, kind folk who are the ancestors of the Ninns. Whereas Ninns have red skin and pointed ears and chins, Orkins are all round and soft, with blue skin. Ko's terrible spells and imprisonment of Orkins eventually turned them into the red warriors he prized. First reference: Book 16, The Knights of Silversnow. |
Ortha, Queen of the Bangledorn Monkeys |
Ortha is noble and powerful and really tall. She lives within the vast empire of trees where no magic is allowed, but also ventures out to help when other parts of Droon are threatened by bad forces. First reference, only in passing: Book 8, The Golden Wasp, but seen to great effect in Book 10, Quest for the Queen. |
Otli |
One of three crows friendly to the mysterious Prince of Stars, Otli can change shape. First reference: Book 20, In the Ice Caves of Krog. |
Panjibarrh, Dust Hills of |
One of the most beautiful parts of Droon, these are home to the Oobja mole people, ruled over by Batamogi and his nine brothers. The mole people all have dog-like snouts covered in whiskers. First reference: Book 6, The Sleeping Giant of Goll. |
Parthnoop |
Great genie city on Droon's moon that we first visit in Book 27, The Chariot of Queen Zara. A dark place, under the fierce rule of Fefforello. Its buildings are white and fanciful, but the darkness and swirling black snow make it seem like a sad place. Parthnoop is also the home of the magical Urns mentioned in many books and is seen first in Book 21, Flight of the Genie. |
Pasha |
Mysterious rug maker whose products fly, though he is not magically empowered in any way. Pasha is not seen until much later in the series, though his name and his rugs appear many times before then. He is a thin man with a very long nose, a thick black mustache, a single eyebrow, and a tall floppy hat tipped with dozens of tiny bells. He also wears a pair of green spectacles with lenses shaped like half-moons. First reference: Book 1, The Hidden Stairs and the Magic Carpet. |
Pashamobile |
Otherwise known as a "sand cycle," this is an outstanding vehicle described as "a flying, skiing, rolling bicycle." With a sidecar and multiple seats and levels, the vehicle can accommodate any number of drivers and passengers. It travels really fast over land, and also sports a pair of giant springs that allow it to bounce over things. The Pashamobile helps the kids out of more than one death-defying situation. First reference: Book 24, The Race to Doobesh. |
Passages or Everywhere Passages |
These underground passages and tunnels connect every part of Droon. One can spend days in them with no time passing on the surface. The Passages can deliver you to a far distant location in Droon in the blink of an eye, which is very helpful for escape. First reference: Book 11, The Hawk Bandits of Tarkoom. |
Patio of Terror |
Odd structure attached to Duke Anga's palace in the forest of Doobesh. The Patio of Terror serves as a place of trial for prisoners of Anga, due to its very difficult floor plan. First reference: Book 36, Knights of the Ruby Wand. |
Pesh |
One of the most romantic and dangerous of all cities. Pesh is an ancient place that can fly through time using the Portal of Ages, a time-travel tunnel produced by Salamandra. First reference: Book 16, The Knights of Silversnow, but first seen in Special Edition 1, The Magic Escapes. |
Pethkaloo |
A place in Droon that is as mysterious as its name. The sand there has magical properties and is often used by good people to keep robbers from discovering what is hidden underneath it. First reference: Book 32, The Treasure of the Orkins. |
Pikoo |
The friendly hoobah who Eric meets in Calibaz. Pikoo helps the children battle the Ninns and Sparr. First reference: Book 19, The Coiled Viper. |
Pilka |
A six-legged creature resembling a cross between a camel and a llama. Pilkas move with amazing speed, especially over sand, and are primarily desert animals. Pilkas can only travel so far north, because they are unsuited to the icy limits of Droon. We first meet the standard, white-furred variety in Book 1, The Hidden Stairs and the Magic Carpet. Later, we discover that there are flying blue pilkas as well as Semirakin, Sparr's flying black pilka. |
Pinch |
Leader of the guards in the empire of Tree Weasels. Pinch is second in command to Duke Anga, and a very thoughtful sort of animal. First reference: Book 36, Knights of the Ruby Wand. |
Pinky |
Julie's pet cat, who begins to bark after Eric works some unofficial magic. Only reference: Book 16, The Knights of Silversnow. |
Pintsize |
One of the three Ninn ships. The other two are captured by the Hawk Pirates in Book 29, Pirates of the Purple Dawn. |
Plud, Forbidden City of |
This is Sparr's headquarters, deep in the Dark Lands. Plud is a spooky monstrosity of a palace, with levels, stairways, secret alleys, and passages. It is adjacent to a perpetually frozen lake, Lake Plud. First reference: Book 1, The Hidden Stairs and the Magic Carpet. |
Plundit |
Captain of the Rat-faced Snitchers of Zoop. Plundit is a comical fellow, but he thinks he's pretty fierce. He twists his long whiskers when thinking. First reference: Book 32, The Treasure of the Orkins. |
Portal of Ages |
Salamandra's main method of travel, taking her and the city of Pesh through time. In Pesh, the Portal runs on a machine, but Salamandra can conjure smaller Portals with her thorn-based magic. First reference: Special Edition 1, The Magic Escapes. |
Portentia |
Hilarious and rhyming oracle living inside a big rock. Portentia is first found in the depths of the Farne Woods, north of Jaffa City. She understands the future, but is fated to deliver really inscrutable prophecies that take whole chapters to decipher. A good sport, and very witty, Portentia is like the grandma we all wish we had. First reference: Book 8, The Golden Wasp. |
Power Sleds |
Sleek, motorized sleds used by the Snowfolk of north Droon. First reference: Book 33, Flight of the Blue Serpent. |
Pretzel |
The secret name of a secret mountain pass that the Rat-faced Snitchers use to secretly escape to Zoop. When Corporal Smeed blurts it out in front of the children, the whole secret comes out in the open. First reference: Book 32, The Treasure of the Orkins. |
Prince Eric |
Through Salamandra's Portal of Ages, Eric and Keeah visit the future fifty years hence. They see Eric's grown self, a prince, but imprisoned by the evil Emperor Ko in Jaffa City. First reference: Special Edition 5, Moon Magic. |
Prince of Goll |
One of Ko's names for young Lord Sparr. First reference: Special Edition 4, Sorcerer. |
Prince of Stars |
A person who turns out to be one of the most mysterious and important characters in all of Droon. A man of unknown origin who has lost his memory, the Prince of Stars is bedeviled by dreams and visions of a hidden past, and keeps showing up at the oddest times. First reference: Book 20, In the Ice Caves of Krog. |
Prince Zorfendorf |
This prince of the strange castle of Zorfendorf is one of the guises that Sparr uses to trick the kings and queens of Droon in Book 8, The Golden Wasp. |
Purple Flying Ship |
Tiny fighting craft piloted by the Purple Lumpies. First reference: Book 4, City in the Clouds. |
Purple Tower |
Duke Snorfo's personal room in his palace in Ut. First reference: Special Edition 7, The Genie King. |
Purple Water of Tembish-Pa |
Magical water that Galen produces to put out a strange purple fire in Book 28, In the Shadow of Goll. |
Queen of Droon |
Through Salamandra's Portal of Ages, Eric and Keeah visit the future fifty years hence and see Keeah, grown up and serving as Queen. It is a dark future, one of whose brightest spots is Keeah herself. First reference: Special Edition 5, Moon Magic. |
Queen of Shadowthorn |
Salamandra's new title, having promoted herself from Princess. First reference to "queen": Book 31, Queen of Shadowthorn. |
Quill |
Magical feather pen who writes the history of Droon as it happens. If Quill writes fast, he can actually overtake events and begin to write the future. Under a unique charm, Quill can speak. Quill also writes the Chronicles of Droon, Galen's long-running history of the world of Droon, Quill is a character in many stories, from as early as Book 4, City in the Clouds, and on until the very end. |
Quogg |
Creature in Droon, mentioned in passing in Book 20, In the Ice Caves of Krog. |
Rainbow Cutlass |
Weapon used by Galen in his younger years. It is made of wood but glimmers with many colors. It can cut through just about anything, sends off streamers of sparks, and is terribly intimidating in the hands of the master. First reference: Book 11, The Hawk Bandits of Tarkoom. |
Rainbow Staircase |
One of the most mysterious and powerful objects in the entire Droon saga. The rainbow-colored staircase that appears below Eric Hinkle's basement stairs is nothing less than the gateway between the Upper World and Droon. When the children first descend the stairs, they have no idea what to expect. First reference: Book 1, The Hidden Stairs and the Magic Carpet, and in every Droon book from then on. |
Rat-faced Snitchers of Zoop |
A startling and hilarious band of thieves. The Snitchers ride around the desert, ambushing good citizens and stealing their belongings. They are little creatures with big heads, narrow, whiskered snouts, and puffy purple pants." First reference: Special Edition 3, Voyagers of the Silver Sand. |
Raven, The |
Terrifying bird-shaped rocket-like device created by Fefforello for dastardly deeds. First reference: Book 27, The Chariot of Queen Zara. |
Rebel Monkeys of Parnesh |
Reference to a group of rebel monkeys Ko and one of his beasts fought together. First reference: Book 32, The Treasure of the Orkins. |
Red Eye of Dawn |
The first of Sparr's magical Three Powers. When the Droon stories begin, Sparr is on a campaign to retrieve all three lost Powers and assemble them. The Red Eye commands the forces of nature: fire, wind, wave, and sky. Sparr rediscovers it in the shape of a small pouch worn by Keeah. First reference: Book 1, The Hidden Stairs and the Magic Carpet. |
Red Wolves of Droon |
Wolves with red fur who live in the depths of Jaffa City; they are ancient and bear an intelligence that links them with the great past of Droon. The Red Wolves are friendly to Queen Relna, whose own history blends with theirs in the founding of the city itself. First reference: Book 5, The Great Ice Battle. |
Reki-ur-set |
One of the greatest of all the great secrets of Droon, the significance of this strange word is one of the foundations on which the adventure rests. It is uttered by Salamandra to Eric alone, and its effect on Eric drives the last third of the saga, from its first reference in Book 31, Queen of Shadowthorn, to the final pages. |
Relna or Queen Relna |
Keeah's long lost mother, one of the greatest of all Droonian wizards, assumed dead when the Droon story opens. In fact, Relna is not dead, and her long journey through different shapes is first glimpsed in Book 2. Relna is one of the most powerful practitioners of good magic in all of Droon. First reference: Book 1, The Hidden Stairs and the Magic Carpet. |
Ring of Giants |
A kind of Stonehenge located in the Saladian Plains of Droon. It is at the Ring of Giants that the children discover the Moon Scroll. First reference: Book 15, The Moon Scroll. |
Ring of Midnight |
Galen's part of the Moon Medallion. It fits onto Zara's part. It is through the Ring of Midnight that Galen is able to speak to the children, telling them where he is. First reference: Book 24, The Race to Doobesh. |
Ripple Stick |
A common Ninn toy, the Ripple Stick is a musical instrument that turns out to be one of the Five Treasures. First reference: Special Edition 3, Voyagers of the Silver Sand. |
River Dragon |
The name of a small, blue, and magical stone, hidden in Tortu; one of the Five Treasures sought in Eshku. First reference: Special Edition 3, Voyagers of the Silver Sand. |
River |
One of a pair of twins (with sibling Stream), and the Third Genie of the Dove. First reference: Book 27, The Chariot of Queen Zara. |
Rivertangle |
The place in southern Droon where several rivers join to make a real mess of twisting currents, coiling rivulets, and nearly unmanageable waterways. Rafting in the Rivertangle area is a pastime of many Droonians, especially of Lumpies. First reference: Special Edition 2, Wizard or Witch? |
Ro, Flying City of |
Magical city invisible but one day a year, when it reappears and lands in the Kalahar Valley to pick up magic diamonds. The diamonds fuel its flight and invisibility for a year. It is home of the Guardians, Vasa and Bodo. First reference: Book 4, City in the Clouds. |
Room of Fire |
Room in the volcano palace, where the Bridge of Ice is located. First reference: Book 2, Journey to the Volcano Palace. |
Rose Palace |
Desert palace constructed by teenaged Lord Sparr. The Rose Palace is a building of levels, staircases, fountains, gardens, an oasis amid the dry sand, and is the scene of a terrible battle between the children and the feisty young Lord of the Ninns. First reference: Special Edition 3, Voyagers of the Silver Sand. |
Royal Tombs of Ancient Goll |
The target of the big lightning-bolt launcher in Tarkoom. The royal tombs are buried under the tallest mountain in the Dust Hills of Panjibarrh. First reference: Book 11, The Hawk Bandits of Tarkoom. |
Rubin, Julie |
Julie first met Neal and Eric in kindergarten, and now they are inseparable friends. Julie is there when you need her, but she prefers to look before she leaps. She's an analyzer and a thinker. In Book 17, she gains the ability to fly. In Book 19, it is revealed that she can change shapes. Julie is an original and inseparable member of the Droon team. First Reference: Book 1, The Hidden Stairs and the Magic Carpet. |
Rubin, Mr. and Mrs. |
Seldom seen but loving parents of Julie. In Book 15, The Moon Scroll, the Rubins plan to move away, but Eric's new-found power alters this situation in Book 16, The Knights of Silversnow. |
Ruby Orb of Doobesh |
Powerful glass-like ball with magical attributes, first seen in the possession of Prince Maliban. Later, the Ruby Orb wreaks havoc on the good folks in Droon. First reference: Book 13, The Mask of Maliban. |
Ruby Wand |
A magic wand on a shaft of gleaming brass, with a giant red stone affixed to the top — a ruby that glows brightly and powerfully. First reference: Book 36, Knights of the Ruby Wand. |
Saba |
A vile creature and the phantom of Ko, Saba is an exact double of the emperor in every way, except that he bears no shadow. As a phantom, Saba can travel in space and time to wherever and whenever he is sent. With Saba doing Ko's dirty work, the emperor can be in two places at once! First reference: Special Edition 3, Voyagers of the Silver Sand. |
Saladian Plains |
Vast flat lands southeast of Jaffa City. The plains are a haven for many people, from droomar elves to magical types. They are also home to the City in the Bottle, commonly known as Ut. Mentioned in several stories throughout the Droon saga. First reference: Book 21, Flight of the Genie. |
Salamandra |
Princess of Shadowthorn. Salamandra is a teenager, first seen on a float in a parade down the streets of Pesh, the royal city that she flies around in time, using her Portals of Ages. She is a master of using thorns for magical purposes. Salamandra looks human — more or less. Her skin is a deep purple, her eyes flash with a yellow, catlike light, and she has a mass of thick black thorns that cascade down her back. First reference: Special Edition 1, The Magic Escapes. |
Samarindo |
A country and city, dubbed "the City of Dreams." Samarindo is far to the east, first mentioned in Book 13, The Mask of Maliban, but not actually visited until much later, in Book 34, In the City of Dreams. Home of the twin princesses Sarla and Looma. |
Sand Pony |
Preferred ride of the Rat-faced Snitchers of Zoop. |
Sand Stingers |
Slithery little beasts that are described as "Ko's deadly pets." They attack the children in Book 32, The Treasure of the Orkins. |
Sapphire Star of Doobesh |
Blue twin to the Ruby Orb of Doobesh, this one has the unique ability to seek its companion no matter where it may be. This quality proves quite helpful to the children in searching for Max when he goes missing. First reference: Book 14, Voyage of the Jaffa Wind. |
Sarla |
One of the two twin princesses of Samarindo (the other being Looma), described as young girls with orange faces, long silky gowns, and high turbans on their heads. First reference: Book 13, The Mask of Maliban. |
Sasha |
Son of Khan, king of the Purple Lumpies. Sasha wears blue tassels on the edges of his pillow-shaped body. First reference to Sasha by name: Book 30, Escape from Jabar-Loo. |
Scar |
Lord Sparr has a V-shaped scar on his head, received from his attack by the Golden Wasp in Book 8, The Golden Wasp. |
Semirakin |
Lord Sparr's winged black pilka, a ghostlike beast that flies like the wind and is there whenever Sparr calls him. Particularly helpful to the sorcerer in Special Edition 8, The Final Quest. |
Serpent Sea |
A vast, dark ocean, stretching from the Horns of Ko all the way around the eastern coastline of the Dark Lands to the very northern sections of Droon. The home of witch Demither. First real description: Book 12, Under the Serpent Sea. |
Seven Cities of Gold |
Legendary cities never found in Droon, but said to exist. An ancient map to their location is found in the library at Zorfendorf Castle, but alas, the map is blank. First reference: Special Edition 8, The Final Quest. |
Seven Giants |
Ancient creatures made of bronze. The Seven Giants are towering figures obedient to Emperor Ko. First reference: Special Edition 4, Sorcerer. |
Seven-Headed Tree-Dwarf |
A foe of young Galen mentioned in passing. First reference: Special Edition 5, Moon Magic. |
Shadow Goblins |
Not nice fellows, who guard Gethwing's Cave of Night. First reference: Special Edition 7, The Genie King. |
Shadow Time |
The earliest era of prehistoric Droon, the Shadow Time prevailed for ages unrecorded. Evil stirred in its dim light, as well as great good. |
Shadowface |
Name Neal gives to a mysterious presence the children see in Agrah-Voor in Book 28, In the Shadow of Goll. Shadowface is a tall, shadowy figure of a man wearing a ragged black cloak from head to foot. A deep hood covershis whole face, except for a pair of burning red eyes. Purple mist swirls all around him. |
Shago |
The master thief of Agrah-Voor. Shago is a slender, rat-like creature with sensitive fingers, curly-tipped slippers, a fine sense of time and place, and a penchant for swinging on magical ropes. Shago spends most of his time in the Ghost City, but can take field trips to the surface. Not magical himself, but clever and funny, Shago has helped the children on many adventures. First reference: Book 7, Into the Land of the Lost. |
Shovel-Nosed Beasts |
Unnamed creatures as large as elephants and like them in many ways, except that their thick, leathery skin is blue. Instead of a trunk, each beast bears a wide, flat nose that looks like a shovel. Seen only in the city of Calibaz. First reference: Book 19, The Coiled Viper. |
Silfs |
Lisping, slithery, snaky creatures that gleam sometimes red, sometimes silver. Silfs often look like flames or rippling ropes of water. They are servants to Demither, the Sea Witch. First reference: Book 3, Mysterious Island. |
Silver Boots |
Magical boots used by the Kindu Tribesmen. First reference: Special Edition 6, Crown of Wizards. |
Silver Dome |
Landmark in Samarindo. Here, the children are supposed to find a clue to help them find a cure for the curse that befell Eric in Book 33, Flight of the Blue Serpent. First reference to the Silver Dome: Book 34, In the City of Dreams. |
Silver Ship |
Sparr's dirigible-like flying craft, crewed by Ninns. Sparr's flying home away from home. First reference: Book 4, City in the Clouds. |
Silversnow |
A frosty, icy, and very cold mountain at the very north of Droon, where a mystical castle lies buried on the summit. Only a single word will call the castle from beneath the frozen ground. It is the home of the three Knights of Silversnow. First reference: Book 16, The Knights of Silversnow. |
Sink-No-More-Really |
One of the three Ninn ships. The other two are captured by the Hawk Pirates in Book 29, Pirates of the Purple Dawn. |
Skorth, Warriors of the |
These ancient bad guys are no more than skeletons, but they are skeletons of deadly power. Lord Sparr conjures them within the walls of Agrah-Voor. He raises them from a long and ancient box of disconnected bones, and they come to life again, reappearing in many Droon adventures, all the way to Gethwing's final battle. They strike fear wherever they clatter. They also know a thing or two about ships, having had a navy way back when. First reference: Book 7, Into the Land of the Lost. |
Slag |
Renowned as "the mightest man in Droon," Slag is a large muscle-bound fellow with brawn that stretches from here to the Dark Lands and back. He is described as having a head as large as a pumpkin, and looks to be entirely made of muscles. First reference: Book 10, Quest for the Queen. |
Slyvor |
Lisping leader of the Snakelings. Slyvor is particularly snippy, and loves to give orders. First reference: Book 35, The Lost Empire of Koomba. |
Smash, Son of Thud |
A giant ugly hammer used by the Rat-faced Snitchers of Zoop to destroy a single gizzleberry seed. First reference: Special Edition 3, Voyagers of the Silver Sand. |
Smee |
Sometimes called Tiny by his fellow Silversnow Knights, Smee is anything but. He is as giant as his armored mates, and his feet dangle over the edge of his monster bed. But he's as lithe as a dagger when in battle. First reference: Book 16, The Knights of Silversnow. |
Smeed or Corporal Smeed |
Right hand to Captain Plundit, leader of the Rat-faced Snitchers of Zoop. First reference: Book 32, The Treasure of the Orkins. |
Snakelings |
Snake-like creatures working for Gethwing. The snakelings can stand up on their back ends, are quite numerous, and have no problem attacking the children and capturing them, if that's what it takes to defeat them. Their leader is Slyvor. First reference: Book 35, The Lost Empire of Koomba. |
Snorfo or Duke Snorfo |
The snotty ruler of Ut. Snorfo is an exact double of Neal, a fact that gets them both into some sticky situations. He reappears in one of the climactic Droon episodes (Special Edition 7, The Genie King), but his first reference is Book 21, Flight of the Genie. |
Snorky |
Neal's dog, though Snorky seems to like everyone but Neal. Snorky is a key character in the adventure of the Hawk Bandits, where he picks up a new trick along the way. First reference: Book 1, The Hidden Stairs and the Magic Carpet. |
Snowfolk |
Plump, round-faced men, women, and children, the Snowfolk are friendly citizens of the far north of Droon. They help the children when they are attacked by the Nesh Warriors. First reference: Book 33, Flight of the Blue Serpent. |
Soarwings |
Four-winged giant birds, white with rainbow wing feathers. Soarwings fly high over the clouds of Droon and settle only rarely and briefly. There are only two of them in all of Droon. First reference: Book 9, The Tower of the Elf King. |
Soccer Ball |
A key object that begins the Droon adventure. Neal kicks Julie's soccer ball around Eric's basement, and it bounces into the closet under the basement stairs. When Julie goes to retrieve it, she discovers the rainbow staircase. Later, Keeah puts a charm on the ball, using it to give the kids messages and alert them that they are needed in Droon. First reference: Book 1, The Hidden Stairs and the Magic Carpet. |
Sombraspina |
A coinage of two words in a non-Droonian language called Spanish. Together, they form the title of a book in the kids' town library. The book is of extraordinary value. First but not last reference: Book 31, Queen of Shadowthorn. |
Song Towers |
Naturally formed rock towers outside Jabar-Loo. There, the droomar sing a never-ending spell in rotation to prevent the evil inside from spreading outside the land's boundaries. First reference: Book 30, Escape from Jabar-Loo. |
Sparr or Lord Sparr |
The first time we meet the powerful sorcerer, purple fins behind his ears glowing, he is attempting to extend his evil empire across the whole of Droon. We see many sides of Lord Sparr throughout the saga. An excellent sorcerer and one of the most fascinating characters in all of Droon, Sparr has a manner of quiet, amused rage punctuated by moments of thunderous and deadly power. His initial aim was to take over all of Droon; but this is only the first step. From there, he planned to leap to the Upper World and reclaim it. Sparr has hundreds of thousands of Ninns at his command. Sparr was nearly killed when Keeah used her magic to set his own Golden Wasp against him, but, alas, not quite finished off. Later on, we learn of the great, dark, and sad history of Sparr when Emperor Ko kidnapped him and his mother. This episode marks the beginning of a change in Lord Sparr, one that will last until the final pages of the epic. |
Spiked Ball |
Magical flying object used by the Hunters, stolen from Bazra's Treasure Fortress. First reference: Special Edition 6, Crown of Wizards. |
Splangle |
Musical instrument that is a cross between a horn and a lute, with a long neck and strings stretched tightly across it. First reference: Book 30, Escape from Jabar-Loo. |
Starfox |
Exceedingly rare mountain-dwelling, silver-furred beast. Starfoxes are so rare that you must doubt your eyes, but when the reports are genuine, they usually involve sightings in some area of the Pink Mountains of Saleef. First reference: Book 31, Queen of Shadowthorn. |
Stinkenpoop |
Name of the Ninn ship on its way to attack Jaffa City in Special Edition 2, Wizard or Witch? Max finds himself hiding in a barrel there, as it's his mission to scuttle the ship and save Jaffa City. First reference: Special Edition 2, Wizard or Witch? |
Stone Boat |
A creation of certain stones from a certain item beneath a certain castle. First reference: Book 25, The Riddle of Zorfendorf Castle. |
Stone Mills of Feshu |
A terrible place of giant stone wheels, located deep in the Dark Lands. The Stone Mills are used by Lord Sparr to imprison the hog-elves. Later, they are the scene of a dastardly plan devised by Ving and Ming in Book 29, Pirates of the Purple Dawn. First reference: Book 9, The Tower of the Elf King. |
Stream |
With sibling River, one of a pair of genie twins. Stream is the Fourth Genie of the Dove, since River was born just a second earlier. First reference: Book 27, The Chariot of Queen Zara. |
Stumble |
Creature in Droon, mentioned in passing in Book 20, In the Ice Caves of Krog. |
Sunderpass |
Narrow passage in the dark rocks of the Barrowbork foothills. First reference: Special Edition 6, Crown of Wizards. |
Sword of Jaffa |
Ko's big war machine is a submarine invented by Emperor Ko to attack the great capital of Jaffa City. The underwater craft is the centerpiece of Book 23, The Fortress of the Treasure Queen. |
Sword of Zara |
Ancient weapon Eric finds in Calibaz during Gethwing's assault on the Upper World. First reference: Book 26, The Moon Dragon. |
Talking Bird |
A small bird carved of black wood with two green dots for eyes. Eric finds it on the enchanted island in Book 22, The Isle of Mists, but it becomes a kind of character and first begins to talk in the following story, The Fortress of the Treasure Queen. |
Talon |
Captain of the wingwolves in Samarindo. These are Eastern wingwolves, with purple-red fur and a fear of water. First reference: Book 34, In the City of Dreams. |
Talos |
The first of the Five Treasures described in the Legend of the Five Treasures. First reference: Special Edition 3, Voyagers of the Silver Sand. |
Tangfruit |
Melon-like fruit with strange properties. The tangfruit is stinky to smell but delicious to eat, and its juices have the strangest effect upon people. As we see in Book 11, The Hawk Bandits of Tarkoom, it proves helpful for Eric to have taken a bite, when he can later hear unspoken words. |
Tarkoom |
Beautiful ancient city from the long past when evil forces ruled over most of Droon. Tarkoom is .a place of thieves and robbers. Its inhabitants, the Hawk Bandits, have returned from the past to modern Droon with a particular mission — and it's not a good one. First reference: Book 11, The Hawk Bandits of Tarkoom. |
Tarok |
Devious clown who works for Witch Demither. He travels around in a magical wagon with his pal and sidekick, Slag. First reference: Book 10, Quest for the Queen. |
Temple of Queen Zara |
One of the most magical and holy places in all of Droon; hidden in the depths of the Bangledorn Forest. First mentioned in Book 17, Dream Thief, the temple lies at the base of the Dream Tree. In its deepest crypt lies Zara's body in a crystal coffin. Also a key location in the great conclusion of the Droon saga.First reference: Book 17, Dream Thief. |
Theesha |
Young Ninn girl who helps the children in their quest to retrieve the Five Treasures. First reference: Special Edition 3, Voyagers of the Silver Sand. |
Thog |
The shy, floppy-eared, bald-headed giant who is caretaker and guard of the great library at Zorfendorf Castle. Thog rarely leaves the castle. Amiable, kind, caring, and as tall as a two-story house, Thog is one of the true unsung heroes of the big story of Droon. First reference: Book 18, Search for the Dragon Ship. |
Thorns |
Whenever you see thorns, it usually means that Salamandra is somehow involved, and you'd better keep your wits about you. Thorns are mentioned all the way through the Droon saga, from Salamandra's first appearance in Special Edition 1, The Magic Escapes. |
Thum, Augustus Rudolphus Septimus |
A droomar elf with a mission to help Keeah on her journey to wizardhood. Thum is very clever, but very difficult to understand. He is described a small, white, four-footed creature with a stubby snout, whiskers, green eyes, and pointed ears. He wears blue spectacles tied on a ribbon. First reference: Special Edition 2, Wizard or Witch? |
Tigomaba |
Brother of Batamogi. First reference: Book 31, Queen of Shadowthorn. |
Tomigaba |
Brother of Batamogi. First reference: Book 31, Queen of Shadowthorn. |
Tortu |
The city of the turtle, one of the handful of "magic cities" in Droon. Tortu is a terrible den of dark spells, magic, and mystery — a city of evil and danger. A sinister secret lives in Tortu, and in Book 13, The Mask of Maliban, the kids find themselves on a particular journey there. |
Tower of Memory |
Hollow tower that spirals to the sky. The history of Droon is inscribed on the inside of the Tower, written into the stone itself by Quill, a magical feather pen. High up on the walls of the Tower, Eric and his friends first see the ancient Droonian characters that represent their names. These characters will have momentous importance in later books. First reference: Book 4, City in the Clouds. |
Treasure Fortress |
Queen Bazra's museum-prison on the Island of Mikos. For years, Bazra has sent out bandits to steal Droon's magical devices, vehicles, and objects to hoard in her treasure house. At each corner of the fortress stands a tall tower shaped like a snarling dragon. There are also searchlights that crisscross the island, seeking out intruders. First reference: Book 14, Voyage of the Jaffa Wind. Seen once more, in greater detail in Book 23, The Fortress of the Treasure Queen. |
Tree Weasels |
The inhabitants of the forests outside Doobesh. Not a bad lot, but repressed by their leader, Anga, into faking nasty attitudes. First reference: Book 36, Knights of the Ruby Wand. |
Tuskadon |
A giant, elephant-like beast with a furry trunk and coiled tusks of blazing red. Its ears are as large as a sail, and have three points, like a bat wing. Tuskadons are exceptionally helpful, providing transportation into the mysterious forest land of Jabar-Loo. First reference: Book 30, Escape from Jabar-Loo. |
Twee |
One of the tiny Bangledorn Monkeys, who is close to Ortha's royal family and court. Often seen in company with his sister, Woot. First reference: Book 17, Dream Thief. |
Twilight Star |
Sparr's part of the Moon Medallion crafted by his mother, Queen Zara. It is a silver, starred object, spinning in the air, and sometimes seems to have three points, sometimes thirty. Sometimes it pauses in its own radiant glow, while at other times it spins so swiftly that it beams like a solid disk of silver light. First reference: Special Edition 5, Moon Magic. |
Umberto or Prince Umberto |
Wicked ruler of Jabar-Loo. The kids meet him when they journey there to save King Zello and Queen Relna from imprisonment. First reference: Book 30, Escape from Jabar-Loo. |
UnderEarth |
A site in the Dark Lands, drawn on a map taken from Bazra's treasure palace. First reference: Book 23, The Fortress of the Treasure Queen. |
Ungast or Prince Ungast |
Eric Hinkle's evil self, completely the opposite of his normal good self. Prince Ungast is called out of Eric's dream state by Gethwing in Book 34, In the City of Dreams, and becomes a major character to the last pages of the epic story. |
Upper World |
The name for the world above Droon; in other words, the one we live in. First reference: Book 1, The Hidden Stairs and the Magic Carpet. |
Urik |
Oldest son of Queen Zara, brother to Galen and Sparr. Urik is lost for most of the Droon saga in the looping passages of time. Loveable and capable, Urik is first really seen in Special Edition 1, The Magic Escapes, where he rescues Eric from goblins in a typically flamboyant way, by leaping from rooftops across the city of Pesh. He is very cool, and a total mystery man. First reference: Book 15, The Moon Scroll. |
Urik's Wand |
An artifact of awesome power. This is a wand with a purple shaft and a blossom of purple petals at its tip, one of which falls off whenever a spell is enacted. The wand was crafted by Urik long ago, with help from his mother, Queen Zara. First reference: Book 15, The Moon Scroll. |
Urn Riders or Urn Men |
Fefforello's troops in Parthnoop. The Urn Riders are impish creatures with turbans, flowing robes, shiny slippers, and tiny whips. They also hum to raise the general sense of drama and doom: "Da-da-la-dum! Da-da-la-dum-dummm!" First reference: Book 27, The Chariot of Queen Zara. |
Urns of Parthnoop |
Magical urns controlled by genies. They can fly very quickly. There are races every now and then, and the urns prove of particular usefulness in the art of quick escape. First reference: Book 21, Flight of the Genie. |
Ut, City of |
An extraordinary place of crisscrossing streets, alleys, and towers. Once every hundred years, Ut comes out of its bottle and forms as a giant walled city on the Saladian Plains. It is ruled by Duke Snorfo and his sister, Duchess Dumpella. Its geographic significance of being halfway across the world from Witch Demither's palace in the Serpent Sea is a key point to its current popularity. First reference: Book 21, Flight of the Genie. |
Valley of Pits |
This is the cleverly named home of Ko's ancient palace. Here, the children meet Hoja, Seventh Genie of the Dove. First reference: Book 15, The Moon Scroll. |
Vanishing Tower |
The sometimes invisible, always moving tower of Galen Longbeard. It contains Galen's workshop, his library, his arsenal. He lives here, as does Max, the spider troll. The tower is made of a giant tree that has turned to stone over the centuries. From its summit windows, you can see a very long way across Droon. First discovered in Book 1, The Hidden Stairs and the Magic Carpet. |
Vasa |
One of the witty and helpful Guardians of Ro. Vasa is a true friend of the people of Droon, and one of the caretakers of the Tower of Memory. First reference: Book 4, City in the Clouds. |
Ving |
Prince of the Hawk Bandits. Ving is a clever half-man, half-hawk. He is viscious, double-dealing, and to be feared. Ving has a large green bird head and an orange beak that curves down angrily at the tip. Two black eyes the size of baseballs bulge on either side of his face. First reference: Book 11, The Hawk Bandits of Tarkoom. |
Weaf |
Cousin of Twee and Woot, Weaf is a Bangledorn monkey. Like all Bangledorn creatures, she is helpful to the children in a moment of danger. First reference: Special Edition 8, The Final Quest. |
Wheel of Life |
Terrifying stone wheel that has been turning from the moment of Gethwing's birth and is never fated to stop. First reference: Special Edition 7, The Genie King. |
Windwagon |
Ship-like sailing vessel with wheels. This is owned by Keeah, and used to travel swiftly over land. Reminiscent of the Landboat of Pesh. First reference: Book 36, Knights of the Ruby Wand. |
Wingsnakes |
Popular and numerous beasts utilized by the dark forces during their battle against Free Droon. Wingsnakes' wings are capable of turning into fire. Among many references is a dramatic one in Book 25, The Riddle of Zorfendorf Castle. |
Wingwolves |
Warriors from ancient Droon. The Wingwolves are also known as the Hakoth-Mal and wear rust-red armor, stand upright like men, and have the heads of wolves. Two great black wings sprout from their shoulders. Wingwolves have razor-sharp claws and fangs. It is the scratch of a wingwolf that gives Julie her powers to fly and change shape. When they're young, they also have the ability to envision the past. First reference: Book 17, Dream Thief. |
Winter Room |
Long-unvisited room in the Castle of Silversnow. This is where Galen used to commune with his late mother, Queen Zara, and is where Julie uncovers a clue hidden deep in her subconscious. First reference: Special Edition 7, The Genie King. |
Winterbreath |
Ancient beast ruled by Ko that comes back to life in Book 22, The Isle of Mists. |
Wizard's Sneeze |
A comical but effective weapon used against the Ninn army attacking Zorfendorf Castle. First reference: Book 25, The Riddle of Zorfendorf Castle. |
Wizardbook |
Book given to Keeah by her parents, to record her journey through the various stages to full wizardhood. It is a small book covered in rich purple leather, with gold designs coiling across its shiny finish. A hazy silver stone set right in the center of the cover shines with threads of red and blue light. Special Edition 2, Wizard or Witch? is Keeah's wizardbook. |
Woot |
A Bangledorn Monkey whom the children can always count on. Sister of Twee. First reference: Book 17, Dream Thief. |
Wraiths |
Faceless creatures, angry and strong, also good skaters. These hapless victims of the powerful venom of the Golden Wasp lose their minds and become servants of Lord Sparr. First reference: Book 8, The Golden Wasp. |
Yellow Car |
The magical vehicle of Lord Sparr. It is long and yellow, with a bubble on top. It bounces down the road on eight fat tires. It also flies, when it has to. The driver's thoughts control the speed, direction, and altitude of the car. Later destroyed in Special Edition #2, Wizard or Witch? |
Yoho |
Self-named "captain of the fog pirates." Yoho is a patch-eyed man with a broken-toothed grin. Although unnamed until Book 24, The Race to Doobesh, Yoho was among the group of fog pirates attacking the kids at sea during their foray in Book 14, Voyage of the Jaffa Wind. |
Ythra |
Magical word that Eric is able to read. The word has special reference to the Fountain that governs the flow of the Fifth River. First reference: Book 25, The Riddle of Zorfendorf Castle, then again in Special Edition 8, The Final Quest. |
Yugs |
Name given to the Nesh Warriors by their natural enemy, the Snowfolk. First reference: Book 33, Flight of the Blue Serpent. |
Zabilac |
The name Neal chooses as a genie name, even before he becomes a genie. In Special Edition 3, Voyagers of the Silver Sand, Neal pretends to be a genie; when he actually does get genie powers, he adopts the name for real. Zabilac is the word Calibaz spelled backward, and Neal is well-known for his special connection to Calibaz. |
Zara |
The Queen of Light, mother of Galen, Sparr, and Urik, and one of the most powerful beings in either world. The mysteries surrounding Zara continue from the earliest books through to the final pages of the Droon saga. First reference: Book 15, The Moon Scroll. |
Zello or King Zello |
Father of Princess Keeah, husband of Queen Relna. Along with Relna, he rules Jaffa City and all of Free Droon. Zello is always seen dressed in armor, bearing a Viking-style horned helmet and wielding a pair of monstrous clubs, his weapon of choice. He is constantly attending to duties of state and the safety and welfare of his people, but when he's called to battle the Ninns or Sparr, he is the first to start swinging his twin giant clubs. Zello stands up to Sparr more than once in the Droon story, but as a regular (non-magic) human, he is at the sorcerer's mercy. In Book 4, City in the Clouds, which marks his first appearance, Zello leads a small army to free the Ninn-infested flying city of Ro. He is a huggable bear of a man, shoulders his kingship nobly and with compassion, and he loves his daughter and her friends like crazy. |
Zoop |
Where the Rat-faced Snitchers come from. Zoop is mentioned first in Special Edition 3, Voyagers of the Silver Sand, but is finally visited in Book 32, The Treasure of the Orkins. |
Zor |
Bronze giant from the long-lost past of Droon, Zor is destructive and menacing. In Jaffa City, Sparr finds the Amulet of Zor, a magical object that can reanimate Zor. His tomb lies in the legendary Dust Hills of Panjibarrh, which we see in Book 6, The Sleeping Giant of Goll, though the first reference to Zor is in Book 5, The Great Ice Battle. |
Zorfendorf Castle |
The solution of the castle's "riddle" is at the heart of the Droon secrets. In the first book, The Hidden Stairs and the Magic Carpet, it is Zorfendorf which Lord Sparr pretends to attack. From then on, Zorfendorf is often a setting. |
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