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49 pages 1 hour read

The Ruins of Gorlan

Fiction | Novel | Middle Grade | Published in 2004

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Character Analysis

Will

The protagonist and hero of the story is Will, age 15, who wants desperately to be a knight to honor his father but is simply too small for Battleschool. Instead, for his quick mind and physical adeptness, he’s chosen by Halt to learn the secret arts of the Rangers, who serve the king behind enemy lines and as enforcers of the law. Will thrives on his training. He proves his worth during a boar hunt, where he saves the life of his friend Horace, and again later, when he saves Baron Arald, Halt, and Sir Rodney by killing the deadly Kalkara.

Will journeys from a doubtful, uncertain boy to a determined, skilled warrior. His dream of knighthood transforms into the reality of an honorable career as a Ranger. In the process, Will discovers himself to be a good and courageous person who’s found his calling and a life that’s better than he ever dreamed.

Halt

Halt oversees the Rangers, the highly trained intelligence and subversion force, and he teaches Will how to be a Ranger. He is described as having hair and a beard that are “short and dark, but peppered with steel gray flecks” (49). Though “grim and taciturn” (190), Halt is perceptive, wise, and a good taskmaster. He’s famed for his part in the first battle against Morgarath, when he helped the cavalry rout the enemy’s Wargal forces. Halt is short and slight, like Will, living proof that heroes don’t have to be large. By his example, Will learns that courage and heroism take many shapes.

Baron Arald

Large and strong, with a deep voice and an ample gut from love of food and drink, Baron Arald is big-hearted and humorous. He adopts orphans whose parents die in his service and hosts the annual Harvest Day fair. He keeps an eye on Will as the boy grows up, guessing correctly that Will is a great candidate for Ranger school. Arald has a good relationship with Ranger Halt, and he comes to the Ranger’s rescue when the Kalkara attack. Arald is the steady hand that guides the local fief—he’s a gallant, yet warm, figure who inspires loyalty among his people. Along with Halt, Arald sets the book’s standard for several virtues: strength, virtue, goodness, kindliness, and wisdom. He represents values that Will believes are worth fighting for.

Horace

Horace is “Strong, athletic, fit” (7), and rapidly growing into his career as a warrior. He’s one of the five orphans in Will’s group, but he and Will often get into fights. They reconcile when Horace protects Will from a giant boar and Will returns the favor by distracting the beast. Horace resolves his mistreatment at the hands of three Battleschool bullies by confronting them when they try to beat up Will. Horace starts the story as a minor antagonist for Will but later becomes a loyal friend. His personality evolves from casual arrogance to heartfelt goodwill toward his companions and teachers.

Morgarath

“Lord of the Mountains of Rain and Night” (1), Morgarath’s great purpose is to return from exile, invade his former homeland of Araluen, overthrow King Duncan, and rule over the land. He despises the Rangers, one of whom, Halt, proved critical to his earlier defeat. Morgarath’s name suggests death and anger—“Mor” is a prefix for morbidity and mortality, while “rath” conjures up rage—and the evil baron means to inflict plenty of both on his old enemies. Morgarath is the main antagonist of the book. Though he’s seen only once, in the Prologue, his presence looms over the final third of the story, when he’s represented by the Kalkara he sends to wreak havoc on his old homeland. Morgarath symbolizes relentless greed and resentment, traits opposite those of the Rangers and knights of Araluen.

Tug

Tug is the shaggy pony that Will rides. By no means a noble battle steed, Tug nevertheless can out-gallop and outlast larger horses. Trained to accept only Rangers as riders, and to walk or trot in specific ways to mislead enemy trackers, Tug is an able creature on whom Will can depend. He’s also warmly affectionate toward Will, and they share a close bond. At one point, they take turns saving each other during the battle with the giant boar. Tug’s friendliness contrasts with Halt’s severeness; the pony’s main purpose in the plot is as Will’s loyal animal friend.

Sir Rodney

Tall and powerfully built, Sir Rodney directs Battleschool. He has a keen eye for student talent, and he quickly recognizes Horace as a potential champion. When he learns about the upper-class cadets who bully Horace, he expels them and banishes them from the castle fief. Ever loyal and courageous, Rodney accompanies Baron Arald to the fight against the Kalkara. His is the steady hand of wisdom and experience that sees beyond Horace’s student troubles to the great knight the boy will become.

Gilan

Gilan is Meric Fief’s Ranger. He served as Halt’s former apprentice, and they’re on good terms. He’s tall and carries a sword, a rare thing for a Ranger, but Gilan’s father is a knight, and Gilan practiced swordplay from childhood straight through Ranger school. Gilan joins Halt and Will on a quest to defeat the Kalkara. His horse, Blaze, is a bay—reddish brown with dark lower legs. Gilan honors Halt by living up to his strict standards. He serves as proof that Halt knows what he’s doing when he instructs Will.

Kalkara

Kalkara are “dreadful beasts” that resemble an ape-like bear with eyes that terrify and freeze in place their opponents. They’re nearly impossible to kill, and, for payment in silver, they’ll assassinate anyone, and they always get the job done. The Kalkara kill two of the most important military leaders of Araluen, and, late in the story, they set out to murder Halt. Commanded by Morgarath, they’re the evil baron’s stand-in antagonists of the story. They stage the first attack in his war against Araluen.

Wargals

The hideous, powerful Wargals are “stocky, misshapen beings, with features that were halfway human, but with a long, brutish muzzle and fangs like a bear or a large dog” (1-2). Their brains are simple; they communicate telepathically, and Morgarath knows how to control them with his own mind for use as soldiers. Wargals fear almost nothing in battle except horses, and Morgarath’s defeat is due to their panic during a cavalry charge led by Halt. They also panicked when Will’s father, a sergeant, fought so lethally against a Wargal squad while protecting Halt’s life that the surviving Wargals ran away. The creatures appear in the story mostly in flashbacks and once in a report of a Wargal company’s escape from exile, a maneuver that serves as a feint in support of the Kalkara assault.

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