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List of The Chronicles of Narnia characters
List of The Chronicles of Narnia characters
from Wikipedia

This is a list of characters in the series of fantasy novels by C. S. Lewis called The Chronicles of Narnia. See also a list of portrayals.

Narnia Abbreviation Key
Abbreviation Expansion
LWW The Lion, the Witch and the Wardrobe
PC Prince Caspian
VDT The Voyage of the Dawn Treader
SC The Silver Chair
HHB The Horse and His Boy
MN The Magician's Nephew
LB The Last Battle
TL Narnian timeline

A

[edit]
  • Ahoshta: a 60-year-old Tarkaan of Calormen who later becomes the Grand Vizier, chief adviser to the Tisroc (king). Aravis' stepmother arranged for her to marry him, but Aravis hated him because of his age, appearance, character, and base birth. (HHB)
  • Alambil: "Lady of Peace", a planet (moving star) in the heavens above Narnia (PC)
  • Alimash: Calormene nobleman, cousin of Aravis (HHB)
  • Anradin Tarkaan: Calormene nobleman, former owner of Bree, who wants to buy Shasta (HHB)
  • Aravis Tarkheena: the daughter of a Calormene nobleman; she flees when her stepmother attempts to marry her to Ahoshta. She escapes from Calormen with Shasta, and becomes Queen of Archenland after marrying him. (HHB)
  • Ardeeb Tisroc: Great-great-great-great-grandfather of Aravis. (HHB)
  • Argoz, Lord: One of the Seven Great Lords of Narnia. (VDT)
  • Arlian, Lord: Killed by Miraz (PC)
  • Arsheesh: a northern fisherman who lived in far south of the empire of Calormen. After finding a small boat with a dead man and a baby boy inside, Arsheesh kept the child and named him Shasta, but did not treat him in a fatherly manner (HHB)
  • Aslan: The Great Lion, the Son of the Emperor-Beyond-the-Sea, the Lord of Cair Paravel, the Emperor of the Lone Islands, High King of All High Kings and the Creator and Lord of Narnia. (All)
  • Axartha Tarkaan: Grand Vizier before Ahoshta Tarkaan (HHB)
  • Azaroth: Calormene deity (HHB)
  • Azrooh: Calormene, killed by King Lune (HHB)

B

[edit]
  • Bacchus: Incarnate spirit of wine and ecstasy. Named for the Roman god of wine. (PC)
  • Bannister, "Big": One of "the Gang" at Experiment House (SC)
  • Bar, Lord: Former Lord Chancellor of Archenland, traitor who kidnaps Prince Cor (HHB)
  • Beaver, Mr.: Builder of the dam near Beaversdam, he is the first Narnian to meet all four Pevensie children. He and his wife shelter the children and tell them of Narnia before leading them to Aslan (LWW)
  • Beaver, Mrs.: She and Mr. Beaver provide shelter, food, and information for the four Pevensie children. When the White Witch sends an army of wolves after the children, Mr. and Mrs. Beaver escort the children to the Stone Table to meet Aslan. She makes good tea, but according to Mr Beaver is an indifferent cook. (LWW)
  • Beech Dryad: A dryad who warns Tirian and his friends of the slaughter of the living trees before her tree is felled, resulting in her death (LB)
  • Belisar, Lord: Killed by Miraz (PC)
  • Bern, Lord: One of the Seven Great Lords of Narnia, Duke of Lone Islands (VDT)
  • Betty: Servant to Professor Digory Kirke (LWW)
  • Blakiston, Eleanor: Student at Experiment House (SC)
  • Breehy-hinny-brinny-hoohy-hah (Bree for short): Horse, escaped captivity from Calormen and carries Shasta in his travels with Aravis (HHB)
  • Bricklethumb: Red dwarf, brother of Duffle and Rogin (HHB)
  • Bulgy Bears, the: Part of Caspian X's army of Old Narnians, in which one of the three becomes a general. They are very fond of supper, but are prone to suck their paws (PC)

C

[edit]
  • Camillo: Talking hare who leads a group of animals to the Great Council (PC)
  • Carter: Student at Experiment House (SC)
  • Caspian the Conqueror (Caspian I): First Telmarine King of Narnia after the Telmarine invasion and founder of the Caspian dynasty. (PC)
  • Caspian VI: Great-Great-Grandfather of Caspian X; builder of the Castle of Caspian (PC)
  • Caspian VIII: Father of Caspian IX and Miraz (PC)
  • Caspian IX: Father of Caspian X and brother of Miraz (PC)
  • Caspian X (titled "The Seafarer" or "The Navigator"): born Prince Caspian, crowned King of Narnia with the help of Aslan and the Pevensie children. Afterwards, he voyages to the edge of the world in his ship, the Dawn Treader. Husband of Ramandu's daughter. Father of Prince Rilian. (PC, VDT, SC, LB)
  • Chervy: Stag, warns of Calormene invasion (HHB)
  • Chief Voice: "Leader" of the Dufflepuds (VDT)
  • Chlamash: Calormene, surrenders to Edmund (HHB)
  • Cholmondeley Major: Of "The Gang" at Experiment House (SC)
  • Clipsie: Duffer, daughter of Chief Voice (VDT)
  • Clodsley Shovel: Leader of the Moles (PC). The name is a pun on that of Admiral Sir Cloudesley Shovell.
  • Cloudbirth: Centaur, famous healer (SC)
  • Coalblack: Horse of Prince Rilian (SC)
  • Col: First King of Archenland, son of Frank V (Timeline)
  • Cole: Colin's elder brother, Archenland nobility (HHB)
  • Colin: Cole's younger brother, Archenland nobility (HHB)
  • Cor: see Shasta (HHB)
  • Coriakin: Former star, sent as punishment to tend the Duffers (VDT)
  • Corin: is the younger twin of Cor (Shasta), he is younger by 20 minutes. He is the son of King Lune and a famous boxer. His nickname is "Corin Thunderfist". He boxed the Lapsed Bear of Stormness, who was really a Talking bear but had returned to wild habits. (HHB)
  • Cornelius: Half-dwarf, half-human, tutor to Caspian X; called a "half-and-halfer" by Nikabrik (PC)
  • Corradin: Calormene, killed by Edmund (HHB)

D

[edit]
  • Dar: Lord of Archenland, brother of Darrin (HHB)
  • Darrin: Lord of Archenland, brother of Dar (HHB)
  • Destrier: Horse of Prince Caspian. (The name is archaic English for "war-horse".) (PC)
  • Diggle: Dwarf, leader of renegades (LB)
  • D.L.F. (Dear Little Friend): Nickname for Trumpkin (PC)
  • Drinian, Lord: Captain of the Dawn Treader, friend of Prince Rillian and his father King Caspian X (VDT), (SC)
  • Duffle: Red Dwarf, brother of Rogin and Bricklethumb, assists Shasta (HHB)
  • Dumnus: Faun, dances for Caspian X (PC)

E

[edit]
  • Edward: Uncle Andrew's cousin, member of the yeomanry, frequents pawnshops. (MN)
  • Emeth Tarkaan: Calormene Lord, befriends Narnians (LB)
  • The Emperor-Over-the-Sea: a mysterious and powerful authority over Narnia. He is the father of Aslan, and the laws of Deep Magic and Deeper Magic are said to come from him. (LWW, VDT)
  • Erimon, Lord: Killed by Miraz (PC)
  • Erlian: Father of King Tirian and the sixth king of Narnia in the line of Rilian (LB)
  • Emerald Witch: See Lady of the Green Kirtle (SC)

F

[edit]
  • Farsight: Eagle, brings news to Tirian (LB)
  • Father Christmas: Bringer of Christmas gifts for Peter, Susan, Lucy, and the Beavers (LWW)
  • Father Time: Giant, awakens at the end of the world (SC), (LB)
  • Featherstone, Anne: schoolmate of Lucy's. Anne is jealous of Lucy's friendship with Marjorie Preston. Lucy overhears (via magic), a conversation between Anne and Marjorie in which Anne scolds her for befriending Lucy. (VDT)
  • Fenris Ulf: See Maugrim
  • Fledge: formerly Strawberry, the father of all the winged horses; once a London cab-horse. (MN)
  • Frank I: First King of Narnia, formerly a London cabby (MN)
  • Frank V: King of Narnia, father of Col of Archenland (timeline)

G

[edit]
  • Gale: Tenth King of Narnia (LB)
  • "The Gang": A gang of bullies at Experiment House, who bully students including Eustace and Jill. The ones at the moment when Eustace and Jill leave and return to our world are:"Big" Bannister, Adela Pennyfather, Cholmondeley Major, Edith Winterblott, "Spotty" Sorner, and the "loathsome" Garrett twins. All of these are given thrashings by Eustace, Jill, and Caspian when they return from Narnia, and are ultimately expelled. (SC)
  • Garrett Twins: Of "The Gang" at Experiment House (SC)
  • Ginger: Cat, in league with Shift. As Shift becomes more and more a puppet of the Calormenes, Ginger gains more power as well, through being in league with the Calormenes against Shift and the other animals they are manipulating. (LB)
  • Girbius: Faun, dances for Caspian X (PC)
  • Glenstorm: Centaur, prophet and stargazer (PC)
  • Glimfeather: Owl, carries Jill Pole and Eustace Scrubb to the Parliament of Owls (SC)
  • Glozelle, Lord: Counselor to Miraz, killed in battle by High King Peter. (PC)
  • Golg: Earthman, questioned by Puddleglum & Prince Rilian (SC)
  • Griffle: Black Dwarf, disloyal to Tirian (LB)
  • Gumpas: Governor of the Lone Islands, deposed by Caspian X. (VDT)
  • Gwendolen: Narnian/Telmarine schoolgirl who follows Aslan. (PC)

H

[edit]
  • Harpa Tarkaan: Father of Emeth (LB)
  • Helen I: First queen of Narnia (MN)
  • Hermit of the Southern March: Magician, took in Aravis, Bree, and Hwin. (HHB)
  • Hogglestock: Representative of the hedgehogs (PC)
  • Hwin: Talking mare from Narnia, but brought up in captivity in Calormen; carries Aravis in her travels with Shasta (HHB)

I

[edit]
  • Ilgamuth: Calormene, killed by Darrin (HHB)
  • Ilsombreh Tisroc: Great-great-grandfather of Aravis. (HHB)
  • Ivy: Servant to Professor Kirke (LWW)

J

[edit]
  • Jackdaw: Name never given. Member of a bird species related to the crows, first joke of Narnia (MN)
  • Jackle, Edith: Hanger-on and talebearer for "the Gang" at Experiment House (SC)
  • Jadis: See White Witch
  • Jewel: A male unicorn, best friend of King Tirian, never deceived by the False Aslan (LB)

K

[edit]
  • Ketterley, Andrew: A magician, Digory's "mad" Uncle Andrew, brother of Digory's mother Mabel. Andrew invented the rings that bring Digory and Polly to the Wood between the Worlds. Though initially portrayed as an egotistical, cowardly and selfish character, his own experiences teach him to mend his ways. (MN)
  • Ketterley, Letitia: Digory's aunt Letty, sister to Andrew Ketterley and Mabel Kirke (MN)
  • Kidrash Tarkaan: Father of Aravis (HHB)
  • Kirke, Digory: Friend of Narnia, second to leave the Earth (MN), (LWW), (LB)
  • Kirke, Mabel: Née Ketterley, mother of Digory, sister of Andrew and Letitia (MN)
  • Kirke, Mr: (First name unknown) Digory's Father, "away" in India, conveniently inherits a fortune and comes home forever. (MN)

L

[edit]
  • Lady of the Green Kirtle: Queen of the Underland, a powerful sorceress who kidnapped and enslaved Prince Rilian for several years and planned to use him in a plot to take over Narnia. (SC)
  • Lapsed Bear of Stormness: Reformed by Corin (HHB)
  • Lasaraleen Tarkheena: Calormene noblewoman, a friend of Aravis; despite being vain, gossipy, and featherbrained, she helps Aravis escape Tashbaan safely with Hwin and Bree. (HHB)
  • Lefay, Mrs.: Andrew's fairy godmother, who bequeathed him the Atlantean dust with which he made the magic rings that transport Digory and Polly to the Wood between the Worlds. (MN)
  • Lilith: Adam's supposed first wife; purported ancestor of Jadis. (LWW)
  • Liln: Wife of Fair Olvin of Archenland (HHB)
  • Lilygloves: Chief Mole, helps plant orchard (PC)
  • Lune, King: King of Archenland, widower, father of Cor and Corin (HHB)

M

[edit]
  • Macready, Mrs.: Housekeeper to Professor Kirke (LWW)
  • Maenads: Bacchus' wild, madcap band of girls, from Greek mythology. (PC)
  • Margaret: Servant to Professor Kirke (LWW)
  • Maugrim: Talking Wolf, Captain of the White Witch's secret police during her 100-year wintry reign of Narnia. Killed by King Peter. He is called Fenris Ulf in some American editions of the books. (LWW)
  • Mavramorn, Lord: One of the Seven Great Lords of Narnia, (VDT)
  • Mentius: Faun, dances for Caspian X (PC)
  • Miraz: Usurping king of Narnia, son of Caspian VIII, brother of Caspian IX and uncle of Caspian X (Prince Caspian) (PC)
  • Moonwood: Hare, gifted with acute hearing (LB)
  • Mullugutherum: Earthman (SC)

N

[edit]
  • Nain, King: King of Archenland during reign of Miraz (PC)
  • Nausus: Faun, dances for Caspian X (PC)
  • Nikabrik: Black Dwarf who fights with Caspian X against Miraz, killed when he tries to bring the White Witch back to life with the aid of a hag and a wer-wolf. (PC)
  • Nimienus: Faun, dances for Caspian X (PC)
  • The Nurse: Caretaker of Caspian X, tells stories of Old Narnia (PC)

O

[edit]
  • Oak: Hamadryad, member of Aslan's council (MN)
  • Octesian, Lord: One of the Seven Great Lords of Narnia, died on Dragon Isle (VDT)
  • Olvin: Called Fair Olvin; legendary warrior of Archenland, turned Pire to stone (HHB)
  • Obentinus: Faun, dances for Caspian X (PC)
  • Orruns: Faun (SC)
  • Oscuns: Faun, dances for Caspian X (PC)

P

[edit]
  • Passarids: Noble family of Narnia, killed fighting giants (PC)
  • Pattertwig: Talkative, but trustworthy squirrel (PC)
  • Peepiceek: Second Mouse under Reepicheep (PC)
  • Pennyfather, Adela: Of "The Gang" at Experiment House, terrorized Jill and Eustace. (SC)
  • Peridan, Lord: Narnian courtier at embassy to Tashbaan (HHB)
  • Pevensie, Edmund: Friend of Narnia, King of Narnia, The Just (LWW), (HHB), (PC), (VDT), (LB)
  • Pevensie, Lucy: Friend of Narnia, Queen of Narnia, The Valiant (LWW), (HHB), (PC), (VDT), (LB)
  • Pevensie, Peter: Friend of Narnia, High King of Narnia, The Magnificent, Lord of Cair Paravel, Emperor of the Lone Islands (LWW), (PC), (LB)
  • Pevensie, Susan: Friend of Narnia, Queen of Narnia, The Gentle (LWW), (HHB), (PC)
  • Pire: a terrible two-headed giant who threatened Archenland. (HHB)
  • Pittencream: Sailor who was left on Ramandu's Island (VDT)
  • Plummer, Polly: Friend of Narnia, first to leave Earth (MN), (LB)
  • Poggin: Dwarf, the last dwarf loyal to King Tirian (LB)
  • Pole, Jill: Friend of Narnia, adventuress (SC), (LB)
  • Pomona: Wood-People, put spells on apple orchard (PC); from the Roman goddess Pomona.
  • Preston, Marjorie: Schoolmate of Lucy (VDT)
  • Miss Prizzle: Schoolmistress in Narnia (PC)
  • Professor Kirke: See Kirke, Digory
  • Prunaprismia: Wife of Miraz (PC). The name refers to Charles Dickens' Little Dorrit, where a character recommends prunes and prism as words that will keep one's mouth pursed in a prim and proper pose.
  • Puddleglum: Marshwiggle, acts as a guide to Eustace and Jill as they journey through Ettinsmoor in search of Prince Rilian. He is incredibly pessimistic, yet up to any challenge. (SC)
  • Pug: Pirate and slaver on Felimath (VDT)
  • Pulverulentus Siccus: Telmarine Narnian grammarian, author of the Grammatical Garden (PC); the name means "dusty dry" in Latin.

  • Puzzle: A donkey tricked into becoming the false Aslan by Shift the ape. He eventually joins the protagonists and redeems himself to Aslan. (LB)

R

[edit]
  • Rabadash: Crown Prince and later Tisroc of Calormen. Led failed Calormene invasion of Narnia. Called "Rabadash the Peacemaker" to his face, and "Rabadash the Ridiculous" behind his back. He is punished by Aslan after defying & insulting Him to his face (HHB)
  • Ram the Great: the "most famous" King of Archenland, son of King Cor and Queen Aravis (HHB)
  • Ramandu: Star, father-in-law of Caspian X (VDT)
  • Ramandu's Daughter: The daughter of Ramandu, she is unnamed in the books. A producer of the BBC TV serial (and Lewis's stepson), Douglas Gresham, coined the name "Lilliandil". for her. She marries Caspian X, and is killed by a green serpent, later revealed as the Lady of the Green Kirtle. (VDT), (SC)
  • Raven of Ravenscaur: Leader of the Ravens (PC)
  • Reepicheep: Chief Mouse of Narnia, member of the Most Noble Order of the Lion, famed for his courage and skill with a rapier. He fights for Prince Caspian and later travels with him to the end of the world, where he continued onward towards Aslan's Country. (PC), (VDT), (LB)
  • Restimar, Lord: One of the Seven Great Lords of Narnia, died on Deathwater (VDT)
  • Revilian, Lord: One of the Seven Great Lords of Narnia, one of the three sleepers on Ramandu's island (VDT)
  • Rhince: First mate of the Dawn Treader (VDT)
  • Rhoop, Lord: One of the Seven Great Lords of Narnia, rescued from the Dark Island (VDT)
  • Rilian: the only son of King Caspian X, who fell under the enchantment of the Green Witch for ten years. (SC)
  • Rishda Tarkaan: Calormene commander in the Tisroc's army; plots with Shift to take over Narnia (LB)
  • Rishti Tarkaan: Grandfather of Aravis (HHB)
  • River-God: Of the Great River, Father and leader of the Naiads, unchained by Bacchus near Beruna (PC)
  • Rogin: Red Dwarf, brother of Bricklethumb and Duffle (HHB)
  • Roonwit: Centaur, reads stars, friend to Tirian (LB)
  • Rumblebuffin, Giant: a 20 foot tall Narnian giant who was turned into stone by the White Witch, and was later freed by Aslan (LWW)
  • Rynelf: Loyal sailor on the Dawn Treader (VDT)

S

[edit]
  • Sallowpad: Raven, of Narnian embassy to Calormen. From sealwigpada "dark-coated" (Old English poetic term for a raven). (HHB).
  • Sarah: Andrew's housemaid, good natured (MN)
  • Scrubb, Alberta: Eustace's mother (VDT)
  • Scrubb, Eustace Clarence: Friend of Narnia, cousin of the Pevensies, reformed pest (VDT, SC, LB)
  • Scrubb, Harold: Father of Eustace (VDT)
  • Shasta: a young boy brought up by Arsheesh, meets the talking horse Bree, who persuades him to escape Calormen by riding north for Narnia. Shasta discovers he is really Prince Cor of Archenland, and helps to save Narnia from invasion. He eventually becomes the King Cor of Archenland. (HHB)
  • Shar: Archenlander (HHB)
  • Shift: Ape, influenced the donkey Puzzle to impersonate Aslan and gain control over Narnia. The Calormenes were later able to take over Narnia because of this. Ultimately, Shift is devoured by Tash. (LB)
  • Silenus: Fat old man, attendant of Bacchus, rides a donkey. He shouts, "Refreshments, refreshments!" (PC) From Greek mythology.
  • Slinkey: Fox, traitor, killed by Eustace (LB)
  • Snowflake: Horse of the Emerald Witch (SC)
  • Sopespian, Lord: Telmarine, killed by Peter (PC)
  • Sorner, "Spotty": One of "the Gang" at Experiment House (SC)
  • Spivvins: Schoolmate of Eustace (SC)
  • Stonefoot: Giant, summoned by Roonwit to Tirian (LB)
  • Strawberry: See Fledge
  • Swanwhite: Queen of Narnia. She was so beautiful that when she looked into a forest pool, her reflection shone for a year and a day afterward. (LB)

T

[edit]
  • Tacks: Pug's fellow slave dealer on Felimath. (VDT)
  • Tarva: "Lord of Victory", a planet (moving star) in the heavens above Narnia (PC)
  • Tash: The inexorable god of the Calormenes, a skeletal figure with the head of a vulture and four arms, who demands blood sacrifices (HHB), (LB)
  • Thornbut: Red Dwarf, placed in charge of Prince Corin at the time of the Calormene invasion of Archenland, and tries to prevent the prince from joining in the battle (HHB)
  • Tirian: Last King of Narnia, seventh in descent from King Rilian. (LB)
  • Tran: Member of Archenland nobility (HHB)
  • Tisroc: The supreme ruler of Calormen (HHB)
  • Trufflehunter: is a talking Badger, who cares for Caspian X when he is injured while fleeing from Miraz. He remains loyal to Aslan throughout. (PC)
  • Trumpkin: Red Dwarf, seeks out Pevensies (PC), (VDT), (SC)
  • Tumnus: Faun, befriends Lucy when she first arrives in Narnia and saves her from the White Witch. (LWW), (HHB), (LB)

U

[edit]
  • Urnus: Faun, holds Trumpkin's ear trumpet (SC)
  • Uvilas: Lord of Narnia, killed by Miraz, Uncle to Prince Caspian (PC)

V

[edit]
  • Voltinus: Faun, dances for Caspian X (PC)
  • Voluns: Faun, dances for Caspian X (PC)

W

[edit]
  • Warden: Of the Marches of the Underland (SC)
  • White Stag: Hunted by the Pevensies; rumoured to grant wishes if caught (LWW), (SC)
  • White Witch: or Queen Jadis of Charn. Once ruler of the dead world of Charn, she subsequently enslaved Narnia in a 100-year winter (MN), (LWW)
  • Wimbleweather: Of Deadman's Hill, a rather dim 10 foot tall giant (PC)
  • Winterblott, Edith: Of "The Gang" at Experiment House (SC)
  • Wraggle: Satyr, traitor, killed by Jill (LB)

Z

[edit]
  • Zardeenah: Calormene goddess, "Lady of the Night". Unmarried Calormene women dedicate themselves to her and offer secret sacrifice to her. (HHB)

Adaptations

[edit]

Narnian characters that are not mentioned in Lewis' books but that appear in film or game adaptations of The Chronicles of Narnia include the following:

  • Badger: Mr. Beaver's best friend, seen only when Mr. Beaver discovers that he has been turned to stone by the White Witch. (LWW film)
  • Green Dryad: A dryad who lives in a Cherry Blossom tree. First seen waving to Lucy along with another dryad behind her. Next shown alerting Peter and Edmund of Aslan's death witnessed by Susan and Lucy. Voiced by Katrina Browne. (LWW film)
  • Mr. Fox: Helps the Pevensies escape from the wolves in the movie. He was sent by Aslan to gather additional troops, during which he was captured by the White Witch's wolves. He is petrified by the White Witch, but restored by Aslan. Voiced by Rupert Everett. (LWW film)
  • Gael: a Lone Islander whose mother was sacrificed to the green mist in the VDT film. She sneaks aboard the Dawn Treader to follow her father, Rhince, who joins the crew to look for his wife.
  • Ginarrbrik: The White Witch's right-hand dwarf, who is given a name only in the movie. He is killed by Susan when he tries to kill a wounded Edmund during the battle. Played by Kiran Shah. (LWW film)
  • Gryphons: creatures with the hind body of a lion and the front body of an eagle. They appear in none of the Narnia books but were created for the recent film. One of them, voiced by Cameron Rhodes, alerts Peter of the approach of the Witch's army. (LWW film)
  • Oreius, General: Centaur, created for the movie. General of Aslan's army and fights alongside Peter. He successfully kills Otmin during the battle of Beruna, but is unsuccessful when he tries to kill the White Witch and is turned to a stone. Played by Patrick Kake. (LWW film)
  • Lilliandil: The daughter of Ramandu. She is unnamed in the books, so a producer of the BBC TV serial (and Lewis's stepson), Douglas Gresham, coined the name "Lilliandil". She marries Caspian X, and is killed by a green serpent, later revealed as the Lady of the Green Kirtle. (VDT film and book), (SC)
  • Otmin, General: Minotaur, created for movie. General of the White Witch's army. Killed by Oreius in the battle of Beruna. Played by Shane Rangi. (LWW film)
  • Pevensie, Helen: Mother to Peter, Susan, Edmund, and Lucy. She does not appear in the books, but in the film assists her children into an air-raid shelter and waves good-bye at the train station. Named "Helen", after the mother of Georgie Henley, who plays Lucy and has a line referring to her mother's given name. Played by Judy McIntosh. (LWW film)
  • Asterius: Minotaur who served Prince Caspian is killed by multiple Telmarine archers. (PC film)
  • Tyrus: The Head Satyr in the Old Narnian Army, met his death at Miraz's Castle via crossbow and being shoved from the balcony by Miraz. (PC film)
  • Diomedus: White Furred Minotaur and Member of the Old Narnian Army (PC film)
  • Lightning Bolt: Child Centaur and one of the Old Narnians is Shown at Aslan's How (PC film)
  • Tavros: a Minotaur who served as first mate aboard the Dawn Treader (VDT film)

See also

[edit]

References

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
The list of characters in comprises the diverse ensemble of figures populating C. S. Lewis's seven-volume fantasy series, published between 1950 and 1956, which features human children from mid-20th-century transported to the magical realm of Narnia, alongside talking animals, mythical beings such as fauns and centaurs, and supernatural entities including the benevolent lion and antagonists like the . These characters drive the narrative across the books, from The Lion, the Witch and the Wardrobe to The Last Battle, embodying themes of courage, redemption, and moral choice; for instance, the Pevensie siblings—Peter, Susan, Edmund, and Lucy—evolve from ordinary evacuee children into kings and queens of Narnia, with Edmund's arc highlighting betrayal and forgiveness. Aslan, the series' central figure, serves as a Christ-like creator and guide, influencing events through wisdom and sacrifice, while supporting characters like the valiant mouse Reepicheep and the loyal beaver family illustrate loyalty and faith in the face of evil. The roster also extends to recurring and book-specific roles, such as Prince Caspian restoring Narnia's ancient order or undergoing personal transformation in The Voyage of the Dawn Treader, reflecting Lewis's exploration of Christian allegory and British folklore within a richly imagined world.

Human Characters from

Pevensie Siblings and Cousins

The Pevensie siblings—Peter, Susan, Edmund, and Lucy—are four English children evacuated from to the countryside during , where they discover the wardrobe leading to Narnia in The Lion, the Witch and the Wardrobe. At their initial entry, Peter is 13 years old, Susan is 12, Edmund is 10, and is 8, reflecting their and close familial bonds that drive much of the series' emotional core. Over the course of the chronicles, they experience profound personal growth through repeated visits to Narnia, transitioning from skeptical children to rulers and adventurers, though their returns to reset their ages due to the world's time differences. Their family dynamics emphasize themes of , , and redemption, with initial tensions—such as disbelief in Lucy's discovery—evolving into unbreakable support. Peter Pevensie, the eldest brother, embodies responsibility and leadership from the outset, knighted by after slaying the wolf in The Lion, the Witch and the Wardrobe. He commands the Narnian forces in the decisive battle against the , earning coronation as Peter the Magnificent alongside his siblings, and rules wisely for 15 Narnian years before returning to . In , he appears as a mature monarch hosting foreign visitors, demonstrating diplomatic poise. His arc continues in Prince Caspian, where, aged 14 in time, he leads the Pevensie children's aid to Caspian X against the , showcasing strategic growth but also the burdens of kingship; later informs him that he and have completed their Narnian journeys. Peter makes a final brief appearance in , arriving in Aslan's country via a train accident, symbolizing his completed transformation into a steadfast adult. Susan Pevensie, the second-eldest and elder sister, is characterized by her gentle demeanor and practical wisdom, receiving a bow and arrows from in The Lion, the Witch and the Wardrobe that aid in the quest against the . She is crowned Queen Susan the Gentle, co-ruling Narnia with grace and maturity during their extended reign. In , she features as a poised queen whose beauty and kindness influence events at Cair Paravel. Her role in Prince Caspian highlights her skills and protective instincts toward her siblings amid the war for Narnia's restoration, but post-return to , she grows distant from Narnian memories, prioritizing adolescent interests like "nylons and lipstick" over faith, leading to declare her path diverges from further adventures. Susan does not appear in the later books, underscoring her unique arc of temporary involvement and eventual separation from the magical world. Edmund Pevensie, the second brother, undergoes a dramatic redemption arc beginning with betrayal in The Lion, the Witch and the Wardrobe, where his spiteful nature leads him to ally with the for , but 's sacrifice prompts his turnaround and knighting as a just warrior. Crowned King Edmund the Just, he governs equitably during the in Narnia. In The Voyage of the Dawn Treader, aged about 12 in time, he joins cousin on Caspian's voyage, displaying newfound bravery and insight against sea perils and temptations on the Dawn Treader. His growth culminates in , where he fights valiantly in the final defense of Narnia against the false Aslan and enters the true Narnia, reflecting his evolution from selfishness to selfless heroism. Lucy Pevensie, the youngest sister, represents unwavering faith and curiosity, being the first to enter Narnia and befriend Mr. Tumnus in The Lion, the Witch and the Wardrobe. Gifted a healing cordial and dagger by Father Christmas, she uses them crucially in battles and recoveries, earning coronation as Queen Lucy the Valiant for her courage and loyalty. In Prince Caspian, she alone initially sees Aslan's call to action, testing her siblings' trust in her visions amid the Telmarine invasion. Her arc deepens in The Voyage of the Dawn Treader, where her cordial heals crew members and she confronts personal vanity through Aslan's guidance on Deathwater Island. Lucy returns in The Last Battle, aiding the loyal Narnians and achieving eternal joy in Aslan's country, her consistent belief anchoring the family's spiritual journey. Eustace Scrubb, a cousin to the Pevensies through their Aunt Alberta and Uncle Andrew, initially appears as a disagreeable bully in The Voyage of the Dawn Treader, mocking Narnia until greed transforms him into a dragon on Dragon Island. Aslan's intervention—peeling off his dragon skin—marks his profound redemption, fostering humility and camaraderie with and on the voyage's remaining quests. By , Eustace, now more mature and approximately 13-14 years old, partners with school friend on a mission from to rescue Prince Rilian from the Green Witch, demonstrating bravery in Underland despite lingering flaws like impatience. His overall arc traces a shift from self-centered disdain to faithful ally in Narnia's defense. Jill Pole, Eustace Scrubb's schoolmate and first-time Narnian visitor, enters the world in while fleeing bullies at their English school, roughly the same age as Eustace around 13-14. Tasked by with four signs to guide their quest for the lost Prince , she shows resourcefulness and resilience, such as scaling cliffs and resisting enchantment, though her forgetfulness of the signs highlights youthful impulsiveness. Her partnership with Eustace emphasizes mutual support and growth, culminating in their successful return to England after freeing Rilian and confronting the . Jill does not appear in other chronicles, her arc focused on discovering courage and obedience through a single, defining adventure.

Other English Children

Digory Kirke and Polly Plummer are the protagonists of The Magician's Nephew, the prequel to The Chronicles of Narnia series, where they embark on a singular, transformative adventure to Narnia as children from early 20th-century London. Digory, a boy living with his ailing mother, eccentric Uncle Andrew, and kind Aunt Letty in a row house, meets his neighbor Polly during a rainy summer holiday, and the two quickly form a bond driven by shared curiosity and a desire for exploration. Their friendship is tested and strengthened through moral dilemmas and fantastical perils, emphasizing themes of loyalty and ethical decision-making in the face of temptation. The adventure begins when Uncle Andrew, an amateur magician experimenting with Atlantean magic, deceives Polly into touching a yellow ring, transporting her to the Wood between the Worlds, a liminal forest connecting multiple realms. Digory, determined to rescue her, uses a green ring to follow, discovering that the rings enable travel: yellow to enter other worlds from the Wood, and green to return. Together, they explore the desolate world of Charn, where they encounter the tyrannical Queen Jadis in a hall of frozen statues; Digory's impulsive bell-ringing awakens her, leading to an early confrontation with the future White Witch. Jadis pursues them back to Earth, causing chaos in London before the children, with Uncle Andrew, use the rings to bring her to a nascent realm, inadvertently witnessing Narnia's creation as Aslan sings the world into being. Aslan tasks Digory with a redemptive quest to retrieve an apple from a sacred tree to heal his dying mother, offering him a chance to atone for awakening Jadis and unleashing evil into Narnia. Tempted by Jadis to steal an apple for his own purposes, Digory grapples with his curiosity and sense of responsibility, ultimately choosing obedience to Aslan's command, which underscores the novel's exploration of moral choices and the consequences of actions. Polly supports him throughout, exemplifying steadfast friendship by collecting the remaining rings as instructed and helping bury them to prevent further misuse. Digory plants the apple core to grow the protective tree in Narnia and receives a second apple for his mother, whose health is miraculously restored upon eating it. Their brief visit to Narnia marks a pivotal, one-time journey for the pair, distinct from the repeated travels of other English children, and their enduring companionship is later implied in the series through a reunion in old age during the events of . The house connected to their adult lives becomes the setting for future Narnian visitors, linking their childhood discovery to subsequent adventures.

English Adults and Mentors

Professor Digory Kirke is an elderly scholar and the owner of the country house where the Pevensie siblings are evacuated during , as depicted in The Lion, the Witch and the Wardrobe. He provides shelter to the children amid the London Blitz and demonstrates a deep understanding of the magical elements they encounter, advising Peter and to neither believe nor disbelieve Lucy's claims about Narnia without evidence, thereby encouraging logical inquiry into the supernatural. His familiarity with Narnian artifacts stems from his own youthful adventures, where as a boy named Digory, he inadvertently brought Jadis () into Narnia using experimental rings created by his Uncle Andrew, an event detailed in . In later years, Kirke recognizes signs of Narnia in his home, such as the wardrobe made from wood of a tree grown from an apple retrieved from Narnia's healing tree, linking his past to the Pevensies' discoveries. Kirke appears briefly in , where he and discuss Narnian prophecies before perishing in a train crash alongside the Pevensie parents, entering Aslan's Country. Mr. and Mrs. Pevensie serve as the offstage parental figures for Peter, , , and , representing the stability of everyday English life disrupted by wartime evacuation. Mrs. Pevensie, also known as Helen Pevensie, arranges for the children to leave for the countryside to avoid the air raids, appearing only in initial scenes where she bids them farewell at the . Mr. Pevensie is absent due to wartime duties, mentioned sparingly as the family's patriarch. Their limited presence underscores the children's independence in Narnia, with the parents embodying normalcy and concern for safety; they are later revealed to have died in the same train accident as Kirke, transitioning to the eternal realm. Aunt Alberta Scrubb, the mother of Eustace Scrubb and aunt to Edmund and Lucy Pevensie, is portrayed as a nagging, overly protective parent in The Voyage of the Dawn Treader. She and her husband Harold maintain a modern, fad-driven household in Cambridge, where Eustace resides during the summer, fostering his initial selfishness and disdain for imagination through constant interference and complaints, such as insisting on his health despite his reluctance to join outdoor activities. Upon Eustace's return from Narnia, Alberta disapproves of his transformation, noting he has become "stupid" and less compliant, highlighting her role in perpetuating his pre-adventure flaws. Her character contrasts the adventurous spirit of Narnia, serving as a foil to the mentors who guide the children's growth.

Narnian and Other World Humans

Narnian and Archenland Royalty

Caspian X, also known as Prince Caspian, is a central figure in the restoration of Narnian monarchy during the Telmarine era. Born as the nephew of the usurping King Miraz, Caspian is orphaned young and raised in a court hostile to the ancient Narnian ways, but his tutor Doctor Cornelius secretly educates him about the golden age of Narnia under the Pevensie rulers. Fulfilling royal prophecies of a true king from the line of the old emperors, Caspian leads a rebellion of Old Narnians against Miraz, wielding the sword Rhindon—forged in the golden age and once belonging to High King Peter—and blowing Queen Susan's magical horn, an artifact from the same era that summons aid from beyond Narnia. Upon ascending the throne as Caspian X, he restores alliances with mythical creatures and initiates explorations, embarking on a seafaring quest aboard the Dawn Treader to locate the Seven Lords exiled by Miraz, thereby securing Narnia's legitimacy and expanding its influence. In the neighboring kingdom of Archenland, King Lune exemplifies wise and protective leadership as the ruler descended from Narnia's founding royal line. Father to the twin princes Cor and Corin, Lune governs with jollity and , maintaining the historic alliance between Archenland and Narnia that dates to the establishment of his realm by Prince Col, son of Narnia's King Frank V. During a Calormene invasion, Lune mobilizes defenses and mourns the presumed loss of his elder son, revealing his deep paternal devotion and commitment to his kingdom's sovereignty. Cor, originally known as Shasta or Corin-of-the-Tree, is the rightful heir to Archenland's throne, embodying the fulfillment of ancient prophecies about a northern prince who would safeguard the realm. Kidnapped as an infant and raised in poverty by a Calormene , Cor's true lineage as Lune's elder son is dramatically revealed after he undertakes a perilous journey northward, aiding in the repulsion of invaders through his courage and quick thinking. As king, Cor strengthens Archenland-Narnia ties, marrying and continuing the royal line in a union that symbolizes reconciliation across borders. Aravis Tarkheena, a brave noblewoman from , defects to the free lands and becomes of Archenland through her marriage to Cor. Fleeing an unwanted betrothal and a harsh stepmother, Aravis demonstrates resourcefulness and valor during her escape, sharing hardships with Cor and contributing to the prophecy-driven defense of Anvard against Rabadash's forces. Her integration into Archenland's royalty underscores the alliances' role in fostering unity against southern threats, as Narnian aid proves decisive in preserving both kingdoms' independence.

Telmarine Leaders and Soldiers

The are a human race originating from the distant island kingdom of Telmar, who invaded and conquered Narnia approximately a thousand years after the defeat of the Jadis, establishing a repressive that suppressed the magical creatures and talking animals of the ancient Narnian order. This invasion occurred in the era following the Pevensie children's initial reign, during a period of vulnerability in Narnia when the old magic had faded into legend, allowing the seafaring Telmarine pirates to overrun the land and impose their rule. Telmarine society was marked by a deep-seated distrust and fear of the "Old Narnians," whom they viewed as barbaric and superstitious threats, leading to systematic persecution of talking beasts, fauns, and other mythical beings, whom they hunted or forced into hiding. Miraz, the central antagonist among the Telmarine leaders, is the usurping king of Narnia and uncle to the rightful heir, Prince Caspian X. Having murdered his brother, King Caspian IX, to seize the throne, Miraz ruled with tyrannical authority, eliminating rival nobles and maintaining power through fear and military might during a time of escalating war against the resurgent Old Narnians. His regime embodied the Telmarine ethos of conquest and suppression, as he expanded his army to crush the rebellion led by his nephew, whom he later sought to assassinate upon the birth of his own son to secure the succession. Miraz's downfall came during a with High King , where he was betrayed and slain, precipitating the collapse of Telmarine dominance. Lord Glozelle and Lord Sopespian serve as key Telmarine nobles and military commanders under Miraz, initially aiding his ascension by supporting the murder of Caspian IX and the purge of disloyal lords. Ambitious and resentful of Miraz's ingratitude, the two lords conspired to undermine him, goading him into accepting Peter's challenge to single combat in the hope that Miraz would die, allowing them to seize control amid the chaos of war. During the duel, Glozelle stabbed the fallen Miraz in the back, falsely accusing the Narnians of the act to incite their army into a final assault, though this ploy ultimately failed as Aslan's intervention turned the tide. Sopespian led the subsequent Telmarine charge but was killed in the battle, while Glozelle's fate remains unrecorded in the narrative. These events culminate in Prince Caspian's escape from Miraz's court, facilitated by his tutor Doctor Cornelius, who revealed the true history of Narnia and warned of the impending danger, prompting Caspian to flee where he rallied the oppressed Old Narnians. With the aid of the Pevensie siblings, summoned by Caspian's horn, and Aslan's awakening of Narnia's , the Telmarine forces were defeated at the Battle of Beruna, leading to Caspian's restoration as the legitimate king and the offer of a portal back to Telmar for those unwilling to coexist with the revitalized Narnia. This resolution highlights themes of conquest undone by redemption, as some chose integration into the new order.

Calormene Figures

The Calormene Empire, a vast southern realm in the world of Narnia, is depicted as a hierarchical society marked by theocratic rule, widespread , and cultural practices that starkly contrast with the freedoms of Narnia. Its inhabitants worship Tash, a bird-like deity whose temple dominates the capital city of Tashbaan, and the empire relies heavily on enslaved labor, including the subjugation of talking animals captured from Narnian lands. Stories of defection, such as that of —who flees an and later weds into Narnian royalty—highlight the allure of escape across the desert routes that border the empire. Prince Rabadash, the ambitious crown prince of , serves as a central antagonist in , driven by vanity and a desire for conquest. He orchestrates a covert invasion of Archenland and Narnia, assembling two thousand horsemen to launch a surprise attack while the Narnians are distracted at Cair Paravel, but his plan unravels due to the timely warnings from fleeing protagonists. Captured after the failed assault, Rabadash defiantly refuses repentance, leading to punish him by transforming him into a ; he is permitted to revert to human form only within Tashbaan, forever confining his ambitions and symbolizing the consequences of unchecked pride. Ahoshta Tarkaan, the of , rises from humble origins to become a manipulative advisor to the Tisroc through flattery and intrigue. Portrayed as an elderly, hunchbacked figure with a vulture-like face, he supports Rabadash's invasion scheme in a private council, calculating its potential to eliminate the prince and advance his own position, while also arranging his betrothal to the young noblewoman as a means to consolidate power for her father. His scheming embodies the cutthroat politics of Calormene elite society, where loyalty is secondary to personal gain. Lasaraleen Tarkheena, a wealthy and fashionable noblewoman in Tashbaan, provides a glimpse into the opulent yet superficial upper echelons of Calormene society as the close friend of Aravis. Encountering Aravis in the bustling streets, she eagerly helps conceal her from pursuers by transporting her in a lavish litter borne by slaves, though her chatter focuses more on gossip, attire, and social events than the gravity of the escape. During their hiding from the Tisroc and his advisors, Lasaraleen's oblivious admiration for figures like Ahoshta underscores the normalized hierarchies and idolization of power in Tashbaan, contrasting sharply with Aravis's growing disillusionment. Emeth Tarkaan is a noble and honorable Calormene warrior from The Last Battle, devoted to the service of Tash despite the empire's corrupt practices. Captured during the invasion of Narnia, Emeth's sincere faith and moral integrity lead Aslan to accept him into the true Narnia, revealing that all who seek truth serve Aslan unknowingly, thus highlighting themes of redemption and divine grace across cultural divides. In Calormen, talking horses like Bree and Hwin are treated as mere beasts of burden or status symbols, enslaved and stripped of their voices through fear or conditioning, fueling narratives of rebellion against such oppression. Escapees often traverse perilous desert paths north toward Archenland, navigating hidden wadis and oases to evade patrols, as seen in the protagonists' flight that thwarts Rabadash's ambitions. These elements emphasize the empire's rigid theocracy and exploitative customs, where devotion to Tash justifies conquest and bondage.

Islanders and Miscellaneous Humans

Governor Gumpas served as the corrupt administrator of the Lone Islands during the early years of Caspian X's reign, prioritizing personal profit through the slave trade over loyalty to Narnia. His involved neglecting Narnian oversight and allowing the islands to become a hub for illicit activities, including the capture and sale of individuals like the Dawn Treader's crew. Upon arriving at the Lone Islands as part of his voyage to find the seven lost lords, Caspian deposed Gumpas for high treason, sentencing him to a quiet life as a farmer on while pardoning his life. In his place, Caspian appointed , one of the seven lords who had accompanied from Telmar, as the new of the Lone Islands. , a steadfast ally, aided in the overthrow by purchasing Caspian's freedom from slavers and helping to free the captured crew, thereby restoring Narnian authority and prohibiting slavery across the islands. On Felimath, the least populated of the Lone Islands, the Dawn Treader crew encountered , a ruthless slave trader who ambushed and bound them for transport to a market on . 's operation exemplified the widespread corruption enabled by Gumpas, as he operated openly without fear of reprisal until Caspian's intervention. Further into the uncharted seas, the voyagers reached an unnamed island governed by Coriakin, a who was originally a star sent by to rule over and guide the Duffers due to his past misdeeds, appearing as a tall human with a long white beard and using magic to manage the island. There they met the Dufflepuds, a diminutive human race also known as Duffers or Monopods, each possessing a single large foot. The Dufflepuds had accidentally rendered themselves, their homes, and possessions invisible through a misguided attempt to alter a spell cast by Coriakin as punishment for their laziness and disobedience. Led by their Chief Voice, a pompous and fearful figure, they hosted an elaborate invisible feast for the visitors, revealing their superstitious and comical tendencies amid complaints of hardship from their self-inflicted plight. With Coriakin's guidance, read the appropriate spell from his magic book to dispel the invisibility, allowing the Dufflepuds to regain visibility and glimpse the true, mountainous nature of their home.

Talking Animals

Small Mammals and Rodents

The talking mice of Narnia are a group of small, anthropomorphic granted the gift of speech by as a reward for gnawing through the ropes that bound him prior to his sacrificial death on the Stone Table. These mice first appear as loyal companions to the Pevensie siblings in The Lion, the Witch and the Wardrobe, where they join Aslan's rescue party to free prisoners from the White Witch's castle, including the traitor . Known for their diminutive size yet heroic spirit, the mice embody a code of honor emphasizing , loyalty, and fearlessness, often providing through their bold demeanor despite their stature. Reepicheep emerges as the most prominent among them, serving as the leader of the talking mice and a of Narnia renowned for his exceptional with a nearly as long as himself. Standing over a foot tall on his hind legs, he wears a golden circlet adorned with a crimson plume and leads his fellow mice into battle during the Narnian Revolution in Prince Caspian. In the Second Battle of Beruna, the mice under Reepicheep's command use their agility to harass Telmarine soldiers by nipping at their ankles and feet, contributing to the Old Narnians' victory despite their small numbers. A defining moment for occurs after the battle when his tail is severed in combat, a grave dishonor in mouse ; his comrades insist on amputating their own tails in to avoid bearing an unshared honor, showcasing their profound . Moved by this act, restores Reepicheep's tail, declaring, "You have conquered me. You have great hearts. Not for the sake of your dignity... but for the love that is between you and your fellow." This incident underscores the mice's , prioritizing communal over personal glory. In The Voyage of the Dawn Treader, joins Prince Caspian's quest aboard the Dawn Treader, serving as a valiant crew member whose swordsmanship aids in confrontations with sea serpents and island dangers. Driven by a lifelong dream to reach Aslan's Country, he constructs a small at the and paddles alone into the Eastern , vanishing toward the lion's realm as the ultimate expression of his devotion. briefly reappears in , where he is glimpsed among the faithful entering the true Narnia, affirming his enduring legacy as a symbol of courageous faith.

Larger Herbivores and Omnivores

Mr. and Mrs. Beaver are talking beavers who play a crucial role in aiding the Pevensie children during the events of The Lion, the Witch and the Wardrobe. Residing in a cozy built from logs and stones along a frozen river in Narnia, they offer shelter, provisions such as potatoes, fresh trout, and marmalade rolls, and essential guidance to Peter, , and after Edmund's betrayal leads the White Witch's forces to their location. Mr. Beaver, characterized by his industrious nature and deep knowledge of Narnian prophecies, explains the foretold return of the four human siblings to overthrow the Witch's rule and restore 's reign, emphasizing their destined kingship. Mrs. Beaver complements this with her practical, nurturing support, sewing for the children and preparing sledges for their journey to the Stone Table, while maintaining an optimistic demeanor amid the perils of the White Witch's eternal winter. Their loyalty to and resistance against the Witch's tyranny underscore their communal role in preserving Narnia's ancient traditions. Trufflehunter, a wise and steadfast talking badger, emerges as a key ally to Prince Caspian in Prince Caspian. Encountered by the fleeing prince in the southern woods alongside the dwarfs and Nikabrik, Trufflehunter rescues and shelters Caspian, embodying unwavering loyalty to the old ways of Narnia despite the Telmarine occupation. As a philosopher among the talking beasts, he provides prophetic encouragement, reminding his companions of Aslan's past interventions and the prophecies foretelling the return of the ancient kings and queens, which bolsters the resolve of the Old Narnians. His patient, advisory nature fosters unity among diverse allies, and following the restoration of Caspian X to the throne, Trufflehunter is knighted for his steadfast service, highlighting badgers' enduring role as nurturers of hope and tradition.

Carnivores and Predators

In The Chronicles of Narnia, talking wolves primarily appear as antagonistic carnivores aligned with the , Jadis, during her tyrannical rule in The Lion, the Witch and the Wardrobe. They function as her , tasked with hunting down and eliminating any opposition to her of perpetual winter, embodying themes of and within the animal kingdom. These wolves are depicted as vicious and loyal enforcers, contrasting with the more noble herbivores and highlighting the moral ambiguity of predatory instincts when corrupted by evil influences. The most prominent among them is Maugrim, the Captain of the White Witch's Secret Police, a large gray wolf known for his ferocity and cunning. Maugrim leads the pack in pursuing the Pevensie children after their arrival in Narnia, signing a threatening note to Mr. Beaver as "MAUGRIM, Captain of the Secret Police," which reveals the wolves' role despite their secretive mandate. He confronts Peter Pevensie at the Stone Table, attempting to attack Susan, but is slain by Peter in single combat, earning Peter the epithet "Wolf's-Bane." This execution marks a pivotal moment of redemption for the protagonists, symbolizing the triumph over predatory tyranny. Talking wolves reappear in The Last Battle as part of the forces serving the false Aslan under Shift the ape, acting as brutal enforcers who terrorize the true Narnians and aid the Calormene invasion, continuing their role as symbols of corrupted loyalty. Foxes, another group of talking carnivores, appear in Prince Caspian as members of the Old Narnians resisting Telmarine invasion, though their portrayal suggests a degree of moral ambiguity and decline under prolonged oppression. Multiple foxes join Prince Caspian's forces, fighting alongside other creatures at key battles like the one at Aslan's How, demonstrating loyalty to the cause of restoring true Narnian rule. However, they are characterized as somewhat debauched, with one unnamed fox delivering a notably poetic and florid speech during a feast at Dancing Lawn, reflecting a pretentious flair that underscores their tempted or fallen state amid the hardships of hiding. This depiction illustrates potential for redemption among predators, as the foxes ultimately contribute to the victory against , though their initial ambiguity highlights the temptations of survival in a suppressed . In , Slinkey the fox is a talking animal who betrays the Narnians by allying with Shift and the Calormenes, participating in the around the false Aslan and exemplifying moral corruption among the talking beasts.

Mythical Creatures

Fauns, Satyrs, and Nature Spirits

Fauns, satyrs, and nature spirits in embody the series' blend of and Christian allegory, serving as intermediaries between the natural world and Narnia's magical inhabitants. These half-humanoid beings often symbolize hospitality, artistic expression, and the restorative power of nature, contrasting the tyranny of invasive rulers like the or . Drawn from Greco-Roman traditions but softened for a child audience, they highlight themes of liberation and seasonal renewal, frequently allying with to revive Narnia's ancient vitality. Mr. Tumnus, a with the upper body of a man and the legs and horns of a , is introduced as Pevensie's first friend in The Lion, the Witch and the Wardrobe. Residing in a cozy adorned with Narnian artifacts, he welcomes the young girl with a featuring sardines, toast, and cake, while playing a melancholic on his that nearly lulls her to sleep. Tasked by the to capture any "Sons of Adam or Daughters of Eve," Tumnus confesses his reluctance and moral conflict, ultimately escorting safely back to the lamppost rather than betraying her, illustrating the fauns' inherent kindness suppressed under the Witch's eternal winter regime. His character underscores the fauns' role as gentle, music-loving custodians of Narnia's woodlands, fearful yet capable of quiet resistance. In Prince Caspian, Bacchus, the Roman god of wine and revelry, emerges as a exuberant figure leading a procession of Maenads—wild, ecstatic women—and other nature spirits in a chaotic yet liberating "romp" through the Telmarine-occupied land. Accompanied by on his donkey and followed by satyrs, fauns, and woodland creatures, Bacchus's arrival floods rivers with wine, breaks open locked doors, and awakens dormant natural forces, symbolizing themes of Dionysian ecstasy and freedom from oppression. The Maenads, depicted as "madcap" girls with ivy crowns and leopard skins, contribute to the frenzy by dancing and singing, their presence evoking both joy and a primal wildness that unsettles more restrained characters like , who admits she would not feel safe without Aslan's guidance. This episode ties Bacchus to motifs of sacramental abundance, mirroring biblical provision while liberating Narnia from Telmarine austerity. Dryads and Naiads represent Narnia's tree and water spirits, integral to the land's elemental harmony and appearing prominently in Prince Caspian as embodiments of seasonal cycles. Dryads, slender female figures emerging from ancient oaks and beeches, and Naiads, graceful beings rising from rivers and streams, have slumbered deeply during the Telmarine conquest, their dormancy reflecting Narnia's stifled magic and perpetual autumn. Awakened by Aslan's roar, they dance in celebration, with Dryads adorning themselves in leaves and blossoms to herald spring's return, while Naiads splash joyfully, restoring rivers to life and aiding Caspian’s forces against the invaders. Their revival emphasizes the interdependence of Narnia's creatures and environment, as these spirits' vitality signals the broader renewal of the realm's mythical essence.

Dwarfs and Gnomes

Dwarfs in C.S. Lewis's The Chronicles of Narnia are depicted as short, stout beings renowned for their craftsmanship, particularly in mining and , often living in clans divided by physical traits such as beard color, with red dwarfs generally more aligned with Narnian and black dwarfs prone to treachery. Gnomes, distinct from dwarfs, are earth-dwelling creatures who fear the surface world and reside deep underground, sometimes enslaved by darker forces, as seen in the Underland beneath Narnia. These beings embody and , frequently allying with talking animals in times of conflict but harboring divided loyalties that test Narnia's unity. Trumpkin, a red dwarf warrior, plays a pivotal role in Prince Caspian by aiding the young Prince Caspian X against the Telmarine usurper , despite his initial skepticism toward humans and mythical prophecies. Nicknamed "D.L.F." (Dwarf-Lord of the Forest) by Caspian, Trumpkin demonstrates loyalty to the Old Narnians, escorting the Pevensie children to the prince's aid and later serving as during Caspian's voyages. His pragmatic doubt evolves into steadfast service, highlighting the red dwarfs' potential for honorable allegiance. In contrast, Nikabrik, a , exemplifies the treacherous tendencies within his clan during the same uprising in Prince Caspian, where he conspires to revive the White Witch Jadis to defeat , betraying his allies in a desperate bid for power. Driven by anger and impatience with Aslan's delayed intervention, Nikabrik summons a and in a , leading to his death at the hands of Caspian and when his plot is uncovered. This betrayal underscores the black dwarfs' darker inclinations, marked by their black beards and opportunistic pragmatism. Duffle, the chief of the Dufflepuds (originally Duffers, a race of dwarfs transformed into monopods by the magician Coriakin), appears in The Voyage of the Dawn Treader as a comical inventor on the island of the Duffers, where his inventive but misguided schemes, like using a magic loaf to create illusions, lead to humorous misunderstandings with Caspian and his crew. Once restored to their original dwarf form by Lucy's magic, the Dufflepuds, under Duffle's leadership, pledge loyalty to and offer provisions, revealing their underlying good nature beneath layers of folly and invisibility spells. Gnomes in Narnia, often called Earthmen, are portrayed as slaves mining deep under the world in , coerced by the to serve in her subterranean realm until freed by Jill, , and , after which they celebrate by returning to their fiery homeland of Bism. Their dread of the overworld surface and grotesque, grim features distinguish them from surface-dwelling dwarfs, emphasizing their role as oppressed underground laborers rather than independent crafters.

Centaurs and Equine Beings

Centaurs in the world of Narnia are depicted as noble, half-, half-horse beings renowned for their wisdom, particularly in the arts of astronomy and , embodying a blend of equine strength and intellect. These often serve as seers and warriors, interpreting celestial signs to guide the fate of Narnia during times of crisis. Talking horses, similarly equine in form but fully animal, possess articulate speech and a sense of honor, frequently originating from Narnia where they live freely, though some face enslavement in neighboring lands like , where they are treated as mere beasts of burden despite their innate nobility. Glenstorm stands as a prominent astrologer, characterized by his majestic presence, golden beard, and profound insight into the stars, which he uses to foresee the restoration of Narnia's true rulers. In the narrative of Prince Caspian, he and his three sons join the Old Narnians' resistance against the Telmarine usurpers, immediately recognizing Caspian X as the prophesied deliverer upon their first meeting. Glenstorm's prophetic abilities are central to rallying support, as he interprets the heavens to predict the return of and the Pevensie children, emphasizing the centaurs' role as guardians of destiny through star-reading. His honorable demeanor underscores the equine beings' commitment to truth and loyalty in the face of oppression. Among the talking horses, Breehy-hinny-brinny-hoohy-hah, commonly known as Bree, exemplifies the speed and pride of Narnian equines, having been foaled in Narnia but captured young and taken to as a slave. In , Bree escapes northward with a human boy named Shasta, demonstrating his strategic cunning and longing for the freedom of his homeland, where talking animals are not subjugated. His full name reflects the whimsical yet dignified language of Narnian horses, and his noble bearing—marked by a disdain for Calormene customs—highlights the inherent honor of his kind, even in captivity. Bree's journey showcases the swiftness of talking horses, as he outpaces pursuers during their perilous flight to Archenland. Hwin, Bree's companion mare in the same tale, embodies quiet courage and gentle nobility, also hailing from Narnia and enduring enslavement in alongside a Tarkheena named . Unlike the more boastful Bree, Hwin speaks softly and shows resilience in urging her companions forward during their escape, revealing her awareness of the ' guidance and the prophecies surrounding Narnia's . Her role underscores the talking ' shared heritage of and moral fortitude, as she risks everything to return to a land where equines are equals among the free peoples. In , such horses suffer the indignity of being yoked like dumb animals, a stark contrast to their prophetic and honorable status in Narnia.

Giants and Monstrous Beings

Giants and monstrous beings in The Chronicles of Narnia embody immense physical power and primal ferocity, often serving as symbols of untamed natural forces that can align with good or succumb to . These creatures, with their colossal stature and grotesque features, highlight themes of redemption through clumsy yet earnest , as seen in their occasional alliances with Aslan's forces. Their brute strength is frequently depicted in battle or through earth-shaking activities, underscoring the series' of how raw might contributes to Narnia's cosmic order or chaos. One prominent example is Giant Rumblebuffin, a massive, good-natured figure imprisoned in stone by the during her tyrannical rule in The Lion, the Witch and the Wardrobe. Freed by Aslan's breath in the castle courtyard, Rumblebuffin eagerly joins the Pevensie children's army against the Witch, wielding a tree trunk as a club despite his bumbling demeanor—such as when he politely carries a like a banner into battle. His redemption from petrification illustrates the transformative power of Aslan's mercy, turning a potential threat into a clumsy but devoted ally whose strength bolsters the final assault at Beruna. In Prince Caspian, giants reappear as hulking members of the Old Narnian resistance, their hill-dancing rituals evoking ancient lore where their thunderous steps shake the ground and mimic seismic upheavals tied to Narnia's mythic past. Recruited by the protagonists, these beings, including the absent-minded Wimbleweather, provide raw muscle against the Telmarine invaders, though their primal energy sometimes leads to comedic mishaps amid the war. This portrayal contrasts their destructive potential with loyal service, emphasizing brute force harnessed for restoration. The White Witch's castle in The Lion, the Witch and the Wardrobe features stone statues of giants among its frozen victims, grotesque figures petrified by her wand and scattered across courtyards and halls as warnings of her dominion. These monolithic forms, depicting giants in mid-stride or roar, are revived en masse by , their immense bodies lumbering to life and joining the fray with renewed vigor, symbolizing the reversal of monstrous oppression. Father Time, the colossal "giant of giants," slumbers in Underland throughout Narnia's history, only awakening in The Last Battle at Aslan's command to herald the world's end. Rising like a shadowed mountain, he blows a resonant horn that topples stars and silences the sun, his slow, inevitable movements compressing all time into finality and paving the way for eternal renewal. This figure transcends typical monstrous traits, embodying cosmic closure rather than mere brute force. Monstrous hags, withered and malevolent crones, emerge in as grotesque enforcers in the dark alliance of Shift the ape and the false , their twisted forms aiding in deception and combat alongside other horrors. One such , with sagging skin and venomous intent, attempts a ritual to summon the White Witch's spirit at the Stone Table, her failure underscoring the limits of lingering evil against divine judgment. These beings represent unredeemed monstrosity, their cunning malice amplifying the brute threats of the invading forces.

Supernatural Entities

Divine Figures

Aslan is the central divine figure in The Chronicles of Narnia, portrayed as a majestic talking who serves as the creator and sovereign ruler of Narnia. As the son of the Emperor-over-the-Sea, he embodies goodness, justice, and profound wisdom, often appearing to guide the inhabitants of Narnia through crises while maintaining an aura of both terror and wonder. His interventions are purposeful and restrained, reflecting a god-like detachment intertwined with active involvement in the world's moral order. In The Magician's Nephew, Aslan initiates the creation of Narnia through a powerful, wordless that summons , evokes the , and awakens across the land, establishing the foundational harmony of the realm. This act of underscores his role as the divine architect, breathing vitality into barren emptiness and setting for all subsequent events in the series. Throughout the chronicles, manifests differently in various worlds, adapting his form and name to each context while retaining his essential nature—for instance, he reveals to the Pevensie children that he bears another name in their own world, urging them to recognize him there as well. A pivotal moment in 's divine narrative occurs in The Lion, the Witch and the Wardrobe, where he voluntarily submits to sacrifice on the Stone Table, a ancient slab inscribed with the Deep Magic decreed by his father, to atone for Pevensie's betrayal and shatter the White Witch's tyrannical hold. This ritual invokes the Deeper Magic from before the dawn of time, leading to Aslan's resurrection as the Stone Table cracks, symbolizing the triumph of sacrificial love over death and enabling the liberation of Narnia. Through such acts, Aslan not only redeems key figures like the Pevensie siblings but also reinforces the series' themes of redemption and moral authority. The Emperor-over-the-Sea, 's father, represents an even more transcendent authority, residing beyond the eastern seas and the boundaries of the Narnian world as its eternal ruler and the origin of the Deep Magic that governs creation. Though he never appears directly in the narratives, his influence permeates Narnia through the unyielding laws etched on the Stone Table and 's own actions, evoking a paternal deity whose decrees underpin the cosmos without overt intervention. This off-stage presence emphasizes the hierarchical divine structure, with as the active son executing the Emperor's overarching will.

Witchcraft and Dark Magic Users

In The Chronicles of Narnia, witchcraft and dark magic users are portrayed as powerful antagonists who wield curses, enchantments, and perverted forms of ancient magic to pursue domination, often embodying themes of temptation, deception, and corruption as direct foils to the benevolent divine authority of . These figures, typically female sorceresses of immense intellect and cruelty, manipulate the fabric of reality through , imposing eternal winters, illusory underworlds, and binding spells that ensnare both individuals and entire realms. Their pursuits of and rule invariably lead to downfall, underscoring the narrative's moral framework where deep magic— the foundational laws woven by —cannot be sustainably twisted without consequence. Jadis, also known as the , originates as the last queen of the dying world of , where she achieved immortality and unchallenged rule by uttering the Deplorable Word, a catastrophic spell that annihilated all life except her own during a civil war against her sister. Transported to the newly created Narnia via magical rings through the Wood between the Worlds, Jadis witnesses 's song of creation but immediately sows discord by attempting to seize power, including a failed bid to obtain an apple from the Tree of Youth for her own ends. Her dark magic perverts the Deep Magic, the preordained laws from before Narnia's time, which she invokes to claim the right to sacrifice traitors like on the Stone Table, though 's deeper magic ultimately overrides her authority. Wielding a that turns victims to stone and donning an symbolizing her tyrannical reign, Jadis plunges Narnia into a 100-year winter of endless cold without , proclaiming herself the eternal queen and using enchanted with addictive spells to corrupt the young. Her opposition to culminates in her defeat at the Battle of Beruna, where the Deep Magic revives him, allowing him to slay her and end her curse. The , a serpentine enchantress and self-styled Queen of Underland, emerges as Narnia's most elusive dark magic user, employing subtle and rhetorical deception to undermine the realm from its subterranean depths. Disguised in a flowing green robe that evokes deceptive allure, she first appears as the green serpent that slays King Caspian's wife, the queen of Narnia, before kidnapping and enchanting their son, Prince , into nightly servitude bound to a that reinforces her spell. Her powers include shape-shifting into a massive green serpent for attacks and casting illusions to portray the overworld as a nightmare, aiming to install as a ruler and conquer Narnia through psychological manipulation that nearly sways even the protagonists and Jill. Operating from the shadowy of Bism, she perverts natural enchantments to trap souls in eternal forgetfulness, but her scheme unravels when resists her fire-induced trance, freeing to slay her in serpent form with his .

Spirits and Enchanted Beings

In The Chronicles of Narnia, spirits and enchanted beings often embody curses, deceptions, and redemptive transformations, playing pivotal roles in the series' themes of illusion versus truth, especially during moments of crisis and apocalypse. These entities include demonic figures invoked through false worship and nobles afflicted by magical enchantments that alter their forms or minds, highlighting the perils of straying from moral paths. Such characters underscore the narrative's exploration of supernatural forces that can ensnare or liberate, often resolved through divine intervention or sacrifice. Tash, the chief deity of the Calormenes, manifests as a terrifying spirit with a skeletal, humanoid form featuring four arms, a large bird's head resembling a with a cruel, curved , and twenty claw-like fingers. Described as a gray, smoke-like apparition that floats and withers the grass beneath it, Tash represents the antithesis of , embodying violence, death, and inexorable evil rather than grace and life. In , Tash is invoked as a false idol by the manipulative ape Shift, who orchestrates a merging Calormene with counterfeit Narnian faith; this culminates in the creation of the hybrid "Tashlan," where Puzzle the donkey, clad in a lion's skin, impersonates to propagate lies. Tash's physical appearance near Tirian's tower evokes dread, and later, the Calormene leader Rishda offers human sacrifices to appease the now-realized demon after witnessing its presence. Symbolically, Tash illustrates the consequences of , as later clarifies that acts of cruelty performed in his name serve Tash, while genuine good intentions directed toward Tash are accepted by , emphasizing themes of redemption amid apocalyptic . The Seven Lords of Narnia, noble Telmarine explorers dispatched by Miraz to the eastern seas, encounter various enchantments that transform them into ghostly or altered states, reflecting curses born of greed, fear, and discord in The Voyage of the Dawn Treader. Among them, Lords Revilian, Argoz, and Mavramorn fall under an enchanted sleep on Ramandu's Island after quarreling over a magical knife that induces a seven-year slumber, their hair growing extraordinarily long during this curse, which symbolizes sloth and division; they are awakened only when Caspian completes his voyage to the world's end, breaking the spell through sacrifice and restoring them to service in the apocalyptic events of The Last Battle, where their swords aid in the final defense. Lord Rhoop, rescued from the Dark Island, suffers a mental enchantment induced by the island's embodiment of fear, rendering him a trembling, haunted figure who begs never to return to such terror, his restoration highlighting redemption from psychological curses. Other lords, like Restimar, endure physical transformations, such as turning to gold on Deathwater Island due to greed's curse, underscoring how enchantments serve as moral trials that test and ultimately redeem the faithful amid supernatural perils.

References

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