|This article is about the Knight World; for the planet in Ultima Segmentum, see Alaric (Planet).|
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The planet of Alaric Prime is as hidebound by tradition and protocol as any other Knight world, yet it also has to bear the further burden of several thousand years of careless lawmaking. No law upon Alaric Prime has ever been repealed. It is illegal to yawn during daylight hours, illegal to talk when a Noble is speaking in earshot, even illegal to point at the stars in the night sky. So numerous and restrictive are the archaic laws of Alaric Prime that a full two-thirds of the planet's populace has been incarcerated or exiled by the over-zealous Justicars attached to each knightly house. Most of Alaric Prime's surface is covered in a viscous sulphuric solution far thicker than seawater. The main continent of Alaric Prime is known as Sacred Isle, each island around it the domain of one of its knightly houses. The islands that form the rest of the habitable lands are little more than penitentiaries. Very few of those imprisoned are truly guilty of malicious conduct, but those that are criminal by nature inevitably thrive in the lawless proto-societies that result.
The planet was the site of a battle between Orks of the Red Waaagh! and the Wolf Lord Ragnar Blackmane's Great Company. Also Krom Dragongaze and his Wolf Guard suffered the painful defeat from the Orks here.
- 1: Index Astartes: Lone Wolves, pg. 8
- 2: Sanctus Reach: The Red Waaagh! — Distant Thunder
- 3: Warhammer: Visions 26, pg. 22
- 4: Codex: Imperial Knights (8th Edition), pg. 12 — Knight Worlds of the Imperium