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Step one: choose three traits and one contradiction
Begin with three traits that show up in behavior, not adjectives alone. For a worked example, take Ember Moth, a small copper dragon. Traits: curious, hoards lost buttons, afraid of thunder. The contradiction is that a creature born from volcano fire dreads storms. That tension gives writers and artists something to dramatize. Keep traits visual so an illustrator can draw them, and practical so a game designer can turn them into abilities or a story editor into scenes. Avoid listing powers first; people remember what a dragon wants and fears long before they remember how hot it burns.
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Step two: anchor the lore in a place and a rule
Give the dragon a home and one rule of its world. Ember Moth lives in the Kettle Cliffs, where hot springs vent steam through the rock, and the local rule is that dragons may keep only what they find, never what they take. That single rule explains the button hoard, shapes how other characters treat the dragon and creates easy plot hooks. Write the lore in four or five sentences, not a history lecture. Mention one older relative or rival to imply a larger world, then stop. Readers enjoy discovering depth later, so leave gaps that future stories can fill.
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Step three: add a reveal moment and a usable summary
Finish the page with the moment that earns the wow. For Ember Moth, it is the first time the small dragon unfurls wings that glow like lantern paper in the dark. Describe it in two lines so artists and animators know what to emphasize. Then add a short summary block: name, size, home, favorite object, fear and signature moment. This block lets a game team, a toy designer or a shop owner reuse the character quickly. Read the page aloud once; if a child could retell the dragon in one breath, the page is ready.