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    The Legend of Alaric Torquann
    Posted on Mon, December 30, 2003 by Tizoc
    fallon writes "At the beginning of the Age of Sorrows, a hero appeared among the Aerdi. The Overking even conspired against him but could not thwart his ideals and faith. Even when banished to the far reaches of the empire, his legend grew. But all legends must fall and so did Alaric Torquann, in a moment of weakness ...

    Author: Fallon



    The Story of Alaric Torquann
    By: Andy Seale (aseale1999@mindspring.com)
    (Used with Permission. Do not repost without obtaining prior permission from the author.)

    Alaric was born into the noble family of Torquann near the city of Eastfair, in the year 200 CY. His father, Tyrus Torquann, was a minor scion of that distinguished family line. Tyrus owned a small estate north of the city and was a successful breeder of fine warhorses. The family were, for the most part, devoted followers of Pholtus. In fact, Tyrus was a distant relative to Prince Arquin of Torquann, who would later establish the Theocracy of Pale. At an early age, Alaric showed an aptitude for riding and battle skills. Realizing their son’s potential, they consulted the local bishop of Pholtus. The bishop thought the boy could become a Templar or Paladin of Pholtus. At the age of nine, Alaric was sent to Rauxes, to study and grow in the light of Pholtus.

    During these years in Rauxes, he grew in strength and wisdom. He was given the status of a Paladin in 219 CY. This was a remarkable achievement because he achieved paladinhood a year earlier than most paladins. Surprisingly, he joined the forces of the king instead of the cathedral of Rauxes’ church army. Alaric’s choice was very unusual because the Overking’s Army contained a diverse, multi-racial force of varying alignments and allegiances. Alaric was posted to the border regions, now known as the Bone March. He rose in rank from lieutenant to the aide de camp of the region’s military governor. Alaric was liked if not loved by the men who served under him. He was fair in his treatment and led them by example. His exploits eventually reached the ears of the Overking who summoned Alaric to Rauxes.

    This event occurred during the beginning of the Age of Sorrow. The Great Kingdom was turning from a bastion of Good to one of selfishness and eventual evil. Religions of neutral or evil-orientation supplanted the more prominent religions of good. The increasing strength of Hextor, Zilchus and Procan challenged Hieroneous, Rao and Pelor. Pholtus was the one good religion that was not quickly losing its power. People of good could still rally to this faith. To curb the desires of good aligned people within the kingdom, the Overking made various hollow gestures.

    One gesture made Alaric Torquann a Knight Protector of the Great Kingdom in 230 CY. In the Great Kingdom’s early days, the Protector was a position of great prestige and influence. However, the order declined in power and ability. Many of its most famous knights had passed on and lesser men replaced them. Followers of the faith of Hextor had even joined and diluted the creed of justice for all. But, the order still had great influence over the common people and lesser nobility. Alaric’s appointment was heralded as a great event since he was a famous man of justice.

    He was appointed Provost Marshal to the Flinty Hills region. Many hoped he could soothe the anger of the gnomes and curb the excesses of Aerdy garrison forces. The region was in turmoil due to bands of marauders. He successfully restored order but at a severe price. Several marauder bands were actually freebooters employed by various noble factions including the Overking’s. The bands raised extra monies for the various noble houses to fund their petty intrigues. Several bands’ elimination raised the ire of the Houses of Naelax, Cranden and Garasteth. They all clamored for the paladin’s death but nothing could be done overtly. Alaric was fulfilling his duties to the Overking. The Overking could not act against him for it would cause an insurrection among the Church of Pholtus. Instead, the Overking recalled Alaric to Rauxes and heralded his achievements for law and order in 237 CY. In honor of his great achievements, Alaric was posted to the Aerdi garrison at Verbobonc and charged with enforcing the Overking’s law. Alaric, through his family connections, realized the nature of his “promotion.” Taking a small group of retainers, he headed towards Verbobonc.

    Upon reaching Verbobonc, they encountered a mixed reaction. The garrison commander of the Aerdy legion refused to provide quarters and ordered Alaric out of the camp. The gnomes of the region, however, had heard of Alaric’s attempt to bring justice to the Flinty Hills and welcomed him with open arms. They provided him with a house and several assistants to aid in settling his quarters.

    After setting up quarters, Alaric met with representatives of all Verbobonc groups. He knew the Legion had committed many flagrant criminal offenses and met with its commander again. The meeting was not amicable. Its commander threatened Alaric’s life if Alaric interfered with the garrison. Alaric simply reminded him that even soldiers answered to the Overking’s law.

    A week later, Alaric caught several legionnaires murdering a human silk merchant in the city. They were jailed while Alaric set up a tribunal to review the case. The legion’s commander and several of his aides appeared and demanded the prisoners’ release. Alaric refused and the commander’s men attacked. The local inhabitants rushed to the paladin’s aid. A pitched battle was fought and the legionnaires were slain. The city was on the verge of revolt. The Legion was posed to storm the city when Alaric put an end to the unrest.

    Alaric parlayed with the Legion and demanded that they stop hostilities in the name of the Overking. He also said any man who raised a weapon against Verbobonc violated the Overking’s law and was subject to dismissal and death. Alaric realized that this was a bluff. The Overking would probably support the Legion. Luckily, legion’s second-in-command was a follower of Pholtus and restored order. Various gnome clans funded an ad hoc city watch. This joint patrol of the city did much to lessen tensions and restore calm. Alaric reported to the Chief Justice of the Judges of Sessions. In the report, he suggested that the legion should be withdrawn, as the area was well pacified and loyal. The troops could be better used in other regions of the kingdom. The justice relayed the report to the Overking who was not thrilled. However, the Overking had greater worries than an annoying paladin on the borderlands.
    In early 240 CY, the Legion was withdrawn to deal with several revolts within the Kingdom. Alaric was told to stay and continue administering justice. In the monarchy’s eyes, Alaric was remote and no longer a threat to its machinations. Because the Overking’s authority no longer reached Verbobonc, Alaric decided to incorporate the local inhabitants into the legal system. He set up a court and legal code that worked with the gnomes, humans and local elves. The court was still subject to the Overking’s jurisdiction and reported to the Courts of Sessions. Nigb Cyrbos, a famous gnome adventurer, returned to his ancestral home and assumed the title of High Clan Chief. Cyrbos respected Alaric’s accomplishments for law and order and helped him at every opportunity. With the legal system’s establishment, a new embryonic state emerged. As local authority grew, it filled the power vacuum the Legion’s departure had created.

    In 242 CY, the Republic of Verbobonc was declared. The efforts of the past few years insured its peaceful transition. Alaric readily accepted the title of the Republic’s Provost Marshal. This new position didn’t clash with his existing position because he could still enforce the Overking’s laws of truth and justice. Also he presented himself as the Overking’s representative to the Republic.

    In recognition for his service, the senate of the republic honored him with a gift. They gathered the finest gnomish smiths, the local bishop of the Church of Pholtus, and the wizard Geshender, a mage of some repute. Together, they forged a magical device to aid the Paladin in his pursuit of justice. They produced a pair of mithral gauntlets. These gauntlets became known as Alaric’s Hands. With these gauntlets, he was able to detect lies, bring light to darkness, and focus the power of light to strike down foes.

    Honored by their gift, Alaric strove to uphold the region’s law. The region prospered until 245 CY. The region suffered an undead rising, which seemed to come from nowhere. At first, small bands of ghouls and zombie began to attack farms. Then the attacks grew in intensity and other fouler, undead creatures such as ghasts and wights appeared. As a paladin, Alaric was a natural leader for an expedition against the undead. He gathered two Pholtite priests, a sorcereress companion named Adrienna, a couple of knights and their retainers, several gnomish footmen, and a trio of gnome scout/thieves. The trail of undead lead to an underground complex located in a secluded area of the Lortmils, close to the Ironwood Forest. Penetrating the complex, they found the source of the undead, a cabal of necromancers.

    A fierce battle broke out underground. At battle’s end, only Alaric and two, gnomish footmen emerged. Alaric was gravely wounded and with his remaining strength, sealed the entrance. The region celebrated news of the victory, but the heroes were strangely absent. All three had taken refuge within the confines of Castle Verbobonc where the human and gnomish priests of the Republic tended them. Within a week, both footmen had died of a horrible wasting disease and had arisen undead. They were slain, cremated and buried in sealed urns on holy ground. Alaric got weaker and consented to tell of the battle.

    Within the complex, they had discovered a chapel to the Demon Prince Orcus, in addition to the necromancers. Alaric’s army had defeated the undead and their masters. But they were not prepared for the horror of an open gate to the Abyss. The only way to close the gate was to cross through it and close it from the other side. With great reluctance, the party crossed through the gate. Myriad undead immediately attacked his army. The party struggled to hold them off as Alaric and several other party members used brawn and magic to begin closing the gate. The gate’s close had one unforeseen side effect. It summoned Orcus. Orcus had opened the gate and was furious to see it start to close. Orcus unleashed a horde of undead upon the party and cast a blistering attack of curses and dark magic upon them. Within a few moments, all of the party lay dead or dying except for Alaric and a pair of badly wounded gnomes. Realizing the danger, Alaric scooped up the gnomes and made his way to the gate. As he began to pass through the gate, he realized that there was still one survivor, Adrienna. Orcus’ onslaught had only stunned her. Alaric deposited the gnomes in the dungeon and then turned to re-enter the gate. It closed before his eyes. A moment later, the towering form of Orcus stood before him where the gate once stood. In a booming, laughing voice, he thanked the paladin for leaving Adrienna. She would enjoy Orcus’ attentions for a long time. Orcus returned to the Abyss but not before saying “I enjoy it so much when paladins fail their vows”.

    Those words seared Alaric’s psyche and destroyed his paladinhood. Alaric and the two survivors escaped the complex and sealed the entrance.

    As they left, the survivors felt their life seemingly drain, and they got sicker and weaker as they returned to Verbobonc. They knew their time was short and accursed but they wished to spend it among friends. Their friends were shocked to hear the tale and of their hero’s downfall. Shortly afterwards, Alaric fell into a comatose state and grew ever weaker. The leaders of the Republic gathered secretly to decide Alaric’s future. After fierce debate, they made a decision. Alaric would be sent north in secret and entombed. This action would preserve his name and protect the region if he arose as undead. He couldn’t be magically cured or healed. The best option was to keep him in stasis.

    After the celebration, the leaders announced that Alaric was leaving to face a dragon that was terrorizing the fertile valley west of the Vesve Forest. At night and in secret, a company of gnomes and a small train headed north to the Yatils. After several weeks, they located a small cave complex. They constructed a tomb with traps and wards. Alaric was removed from his stasis and was near death. He awoke briefly and asked if his possessions could be laid with him so he could equip himself for duty when he saw the light again. His most treasured items were laid with him and upon their placement, he expired. The tomb was sealed and the entrance was hidden. On the trip back to Verbobonc, a hobgoblin war party ambushed the train and killed over half of the funeral party. The survivors had their memories magically altered so their recollections were hazy and vague at best.

    Thus the story of Alaric Torquann passed into legend ...

    Fallon the Ranger/Sage of the Vesve

    I’d like to give credit to Issak the Pale, who gave me some of his wisdom about the workings of Pholtus and his minions. Also I’d like to credit Jeff McKillop and Tom Harrison and their fine article on Verbobonc.

    "
     
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    Re: The Legend of Alaric Torquann (Score: 1)
    by MTG (mtizoc@canonfire.com) on Mon, December 30, 2003
    (User Info | Send a Message)
    A very interesting tale woven into the fabric of both canon and fan acccounts of the history of the Flanaess. Thanks for it!




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