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		<title>RQ Homeland Fonrit - Muutoshistoria</title>
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		<updated>2026-09-14T07:10:05Z</updated>
		<subtitle>Tämän sivun muutoshistoria</subtitle>
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		<title>Chibidragon: Ak: Uusi sivu: = Description =  (Taken from Guide to Glorantha, pages 203-205. Used without permission as fair use.)  Loskalm is divided into two great peninsulas by Ozur Sound. North Loskalm is...</title>
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				<updated>2020-01-26T01:58:51Z</updated>
		
		<summary type="html">&lt;p&gt;Ak: Uusi sivu: = Description =  (Taken from Guide to Glorantha, pages 203-205. Used without permission as fair use.)  Loskalm is divided into two great peninsulas by Ozur Sound. North Loskalm is...&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Uusi sivu&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Description =&lt;br /&gt;
&lt;br /&gt;
(Taken from Guide to Glorantha, pages 203-205. Used without permission as fair use.)&lt;br /&gt;
&lt;br /&gt;
Loskalm is divided into two great peninsulas by&lt;br /&gt;
Ozur Sound. North Loskalm is approximately&lt;br /&gt;
215 miles long. The west of North Loskalm&lt;br /&gt;
is coastal plains and rolling hills; the interior&lt;br /&gt;
is rugged hills; and the eastern part has broad&lt;br /&gt;
coastal plains that extend about 60 miles inland.&lt;br /&gt;
South Loskalm is approximately 180&lt;br /&gt;
miles long. It consists of coastal plains and&lt;br /&gt;
rolling hills, divided by the 300 mile long&lt;br /&gt;
Mintol River.&lt;br /&gt;
&lt;br /&gt;
Ozur Sound divides the two peninsulas.&lt;br /&gt;
The bay averages between 50 and 70 miles&lt;br /&gt;
wide. The waters are cold and rough, but the&lt;br /&gt;
bay still provides comparative shelter from the&lt;br /&gt;
Valind Storms and Ice Hurricanes that blow&lt;br /&gt;
across the frigid Neliomi Sea.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
Loskalm is a civilized Western land that spread&lt;br /&gt;
from its ancient strongholds in Akem. Like&lt;br /&gt;
all Western cultures, it is urbanized and each&lt;br /&gt;
province is divided into municipalities (which&lt;br /&gt;
are often little more than market towns with a&lt;br /&gt;
temple and an administrative center). Loskalmi&lt;br /&gt;
farmers use a heavy bronze or wooden plow&lt;br /&gt;
and practice intensive agriculture, growing&lt;br /&gt;
oats, barley, and raising cattle for meat and&lt;br /&gt;
dairy. The Loskalmi idealize the human&lt;br /&gt;
form, and each city holds contests both&lt;br /&gt;
athletic (including boxing, wrestling, running,&lt;br /&gt;
jumping, and horse-riding) and intellectual&lt;br /&gt;
(including logic, poetry, and music) to display&lt;br /&gt;
physical and spiritual prowess.&lt;br /&gt;
&lt;br /&gt;
Unlike other Western lands, Loskalm&lt;br /&gt;
rejects the rigid caste system that defines most&lt;br /&gt;
Malkioni societies. Instead, the ruling Malkioni&lt;br /&gt;
school of New Hrestolism has created an&lt;br /&gt;
egalitarian utopia, where every Loskalmi can&lt;br /&gt;
identify himself as worker, soldier, wizard, or&lt;br /&gt;
ruler; many strive to pass through the four&lt;br /&gt;
caste occupations during their lifetime. During&lt;br /&gt;
the Syndics Ban, the miraculous King Siglat&lt;br /&gt;
achieved radical transformation of Loskalmi&lt;br /&gt;
society, overcoming the caste restrictions and&lt;br /&gt;
establishing a successful idealistic commonwealth&lt;br /&gt;
where each citizen performs the role&lt;br /&gt;
best suited for them in harmony and justice.&lt;br /&gt;
&lt;br /&gt;
Among the Hrestoli of Loskalm, every&lt;br /&gt;
child, no matter what his parent’s station, is&lt;br /&gt;
sent out to labor in the fields alongside other&lt;br /&gt;
farmers or in the workshops alongside other&lt;br /&gt;
crafters. Those men and women who display&lt;br /&gt;
appropriate spiritual virtue and ability are&lt;br /&gt;
selected by the local Elders and trained as&lt;br /&gt;
Guardians, and taught to guard the community&lt;br /&gt;
from external foes and to maintain order&lt;br /&gt;
and harmony. Successful Guardians may be&lt;br /&gt;
selected by the Men-of-All and taught to join&lt;br /&gt;
their ranks.&lt;br /&gt;
&lt;br /&gt;
The Men-of-All are a mystical order of&lt;br /&gt;
warrior monks who take vows to serve and&lt;br /&gt;
defend the community, study magical grimoires,&lt;br /&gt;
and act as judges and leaders for the rest of the&lt;br /&gt;
populace. They are required on admission to&lt;br /&gt;
full membership to surrender all their property&lt;br /&gt;
to the Hrestoli community, and are governed&lt;br /&gt;
by strict rules established by Hrestol for his&lt;br /&gt;
companions. The Men-of-All learn to fight&lt;br /&gt;
from horseback (and thus have often been&lt;br /&gt;
called some variation of “horse-men” by&lt;br /&gt;
outside commentators) and are provided with&lt;br /&gt;
weapons and mounts by their community.&lt;br /&gt;
&lt;br /&gt;
Certain Men-of-All are chosen by the&lt;br /&gt;
Nobles to become Wizards, magical specialists&lt;br /&gt;
capable of sustaining the spiritual needs of&lt;br /&gt;
the land and its people. Those with martial&lt;br /&gt;
prowess are enrolled in one of the military&lt;br /&gt;
orders of the First Brothers of Hrestol; others&lt;br /&gt;
are removed from most worldly distractions&lt;br /&gt;
and allowed to dedicate themselves fully to&lt;br /&gt;
spiritual and arcane concerns.&lt;br /&gt;
&lt;br /&gt;
Wizards who show the most wisdom,&lt;br /&gt;
justice, and love for the truth are forced back&lt;br /&gt;
into the material world by the King of Loskalm&lt;br /&gt;
and become members of the Nobility – the&lt;br /&gt;
ruling elite of Malkioni philosophers. Thus,&lt;br /&gt;
every nobleman understands perfectly both&lt;br /&gt;
the cosmic truth of the Invisible God and the&lt;br /&gt;
common man, and has earned the respect of&lt;br /&gt;
everyone who he rules. It is not uncommon&lt;br /&gt;
for Men-of-All, wizards, and noblemen to&lt;br /&gt;
retire to a farm when their labors are done.&lt;br /&gt;
&lt;br /&gt;
After 83 years of magical and blessed&lt;br /&gt;
isolation, the surrounding imperfect world&lt;br /&gt;
returned to plague Loskalm in 1582. Worse,&lt;br /&gt;
since the Ban ended, a social distinction has&lt;br /&gt;
developed between the Elders (those who grew&lt;br /&gt;
up during the isolation of the Ban) and the&lt;br /&gt;
Children of Tribulation (those who have come&lt;br /&gt;
of age since the Ban ended thirty-nine years&lt;br /&gt;
ago in 1582, effectively all those under the age&lt;br /&gt;
of 55). The Children of Tribulation make up&lt;br /&gt;
the majority of the population, but the Elders&lt;br /&gt;
hold most of the positions of leadership.&lt;br /&gt;
Language&lt;br /&gt;
Loskalmi, a Western tongue.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
Loskalm is a radical utopia, ruled by a King&lt;br /&gt;
and a high council of noble philosophers&lt;br /&gt;
called the Council of the Wise. They have the&lt;br /&gt;
ultimate powers of government. The king is&lt;br /&gt;
selected by the Council of the Wise to serve&lt;br /&gt;
as a philosopher-king successor to the semidivine&lt;br /&gt;
Siglat, and has powerful privileges, with&lt;br /&gt;
his own treasury, the ability to make certain&lt;br /&gt;
appointments, and the right to challenge any&lt;br /&gt;
action performed in the land. The king is also&lt;br /&gt;
the court of last resort, the poorest man’s&lt;br /&gt;
champion, and the sacrificial hero, ready to die&lt;br /&gt;
in the ultimate rite of his religion.&lt;br /&gt;
&lt;br /&gt;
The kingdom is divided into eight&lt;br /&gt;
provinces, each ruled by a First who is&lt;br /&gt;
selected for office by the king and High&lt;br /&gt;
Council. A staff of Nobles and wizards assist&lt;br /&gt;
in the administration. The provinces are:&lt;br /&gt;
Easval, Agria, Nevs, Tawars, Norans, Tarans,&lt;br /&gt;
Jorri, and Pomon. Each province is centered&lt;br /&gt;
on a city that serves as an administrative and&lt;br /&gt;
religious center.&lt;br /&gt;
&lt;br /&gt;
Loskalm led in the exploration of&lt;br /&gt;
new Fronela and its wizard-soldiers were&lt;br /&gt;
instrumental in the lifting of the Ban. Yet&lt;br /&gt;
the kingdom has exhibited no imperial intent&lt;br /&gt;
and has scrupulously respected the territorial&lt;br /&gt;
claims of nearby lands. However, attitudes&lt;br /&gt;
seem to be changing since the king recently&lt;br /&gt;
received homage from the ruler of Perfe and,&lt;br /&gt;
as a result, has formed the Brotherhood of&lt;br /&gt;
the Swallow. The future of Fronela surely&lt;br /&gt;
lies in the direction taken by the Kingdom of&lt;br /&gt;
Loskalm.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
&lt;br /&gt;
The Loskalmi army is one of the best in the&lt;br /&gt;
world. It is professional, motivated, wellequipped,&lt;br /&gt;
and magically powerful. It is divided&lt;br /&gt;
into 11 battalions of 5,000 men each, ten of&lt;br /&gt;
which are similar.&lt;br /&gt;
&lt;br /&gt;
A normal battalion has 3,000 Guardians,&lt;br /&gt;
1800 Men-of-All, and 200 elite fighting&lt;br /&gt;
Wizards called the First Brothers of Hrestol.&lt;br /&gt;
Guardians: Half the Guardians carry&lt;br /&gt;
spears, swords, and large shields; the others&lt;br /&gt;
carry crossbows, swords, and smaller shields.&lt;br /&gt;
Guardians typically wear armor of lacquered&lt;br /&gt;
leather or bronze plates.&lt;br /&gt;
&lt;br /&gt;
The Men-of-All and First Brothers:&lt;br /&gt;
The First Brothers are organized into several&lt;br /&gt;
military orders, each specializing in a different&lt;br /&gt;
type of combat wizardry. Both Men-of-&lt;br /&gt;
All and First Brothers wear armor made of&lt;br /&gt;
bronze plates connected together with leather&lt;br /&gt;
thongs to protect the body, limbs, and head.&lt;br /&gt;
They fight as heavy cavalry, with a long, twohanded&lt;br /&gt;
lance as their primary weapon.&lt;br /&gt;
&lt;br /&gt;
The most prestigious battalion is&lt;br /&gt;
called the First Battle, and consists of 3,000&lt;br /&gt;
Guardians, 1500 Men-of-All, and 500 First&lt;br /&gt;
Brothers of the Golden Banner of Flame.&lt;br /&gt;
The Men-of-All and First Brothers of this&lt;br /&gt;
battalion are mounted on huge horses that are&lt;br /&gt;
typically armored with bronze scales.&lt;br /&gt;
Each province also has thousands of&lt;br /&gt;
unarmored but trained Guardians. These are&lt;br /&gt;
mustered only for defense, never to invade&lt;br /&gt;
other lands. Irregular bodies of soldiery can be&lt;br /&gt;
raised by designated individuals, either from&lt;br /&gt;
within the kingdom or among foreigners.&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Loskalm has&lt;br /&gt;
maintained a naval tradition that survived the&lt;br /&gt;
Closing. Their ships are specially designed&lt;br /&gt;
for their cold, rough seas. The native warship&lt;br /&gt;
are clinker-built penteconters and biremes,&lt;br /&gt;
and their merchant ships are a wider, deeper,&lt;br /&gt;
and shorter version of the same. Both&lt;br /&gt;
are navigable on the Janube River and its&lt;br /&gt;
tributaries, and the same types of ship are&lt;br /&gt;
used on the distant inland Sweet Sea. The&lt;br /&gt;
largest warships typically are armed with small&lt;br /&gt;
stone- or bolt-throwers.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Within the Kingdom of Loskalm,&lt;br /&gt;
New Hrestoli Idealism is the state religion and&lt;br /&gt;
no other schools are legally tolerated. The&lt;br /&gt;
Invisible God and the Ascended Masters alone&lt;br /&gt;
are venerated; sharing worship of anyone or&lt;br /&gt;
anything else is an unforgivable crime.&lt;br /&gt;
&lt;br /&gt;
=== New Hrestoli Idealism ===&lt;br /&gt;
&lt;br /&gt;
New Hrestoli Idealism claims to be the restored teachings&lt;br /&gt;
of Hrestol. The New Idealists are philosophical idealists,&lt;br /&gt;
believing themselves to be thoughts of the Invisible&lt;br /&gt;
God trapped in the gross matter of Makan. The soul is&lt;br /&gt;
a prisoner of the material world, but by systematically&lt;br /&gt;
overcoming the ancient restrictions of caste, the soul&lt;br /&gt;
can be liberated through Joy and one can join the Menof-&lt;br /&gt;
All. Those who do not succeed are reincarnated until&lt;br /&gt;
they liberate themselves from the cycle of rebirth by&lt;br /&gt;
achieving unity with the Invisible God.&lt;br /&gt;
&lt;br /&gt;
The New Idealists know that they are not immune&lt;br /&gt;
to the temptations of Makan. The Men-of-All continually&lt;br /&gt;
subject themselves to a deep spiritual investigation and&lt;br /&gt;
subsequent purification. The New Idealists know it is easy&lt;br /&gt;
to fall prey to thoughts of the Devil, but follow Siglat’s Way&lt;br /&gt;
because it protects them from performing evil acts.&lt;br /&gt;
&lt;br /&gt;
During the Ban, King Siglat, the semi-divine son&lt;br /&gt;
of Snodal, guided Loskalm into achieving a workable&lt;br /&gt;
system of Hrestoli Idealism. Siglat assembled a canon&lt;br /&gt;
of teachings, including Snodal’s Vision, Siglat’s Dream,&lt;br /&gt;
The City of Virtue, Against the Demons, and a significant&lt;br /&gt;
volume of Talor the Laughing Warrior apocrypha, all of&lt;br /&gt;
which form the basis of the school’s doctrines.&lt;br /&gt;
&lt;br /&gt;
= Creating a character =&lt;br /&gt;
&lt;br /&gt;
To create a character from&lt;br /&gt;
&lt;br /&gt;
== Base passions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;auto&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
|+Homeland: base passions&lt;br /&gt;
|-&lt;br /&gt;
!Passion&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 60%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Occupation tables ==&lt;br /&gt;
&lt;br /&gt;
Roll 1d20 for parents occupation, or choose from the table. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;auto&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
|+Homeland: parent's occupation&lt;br /&gt;
|-&lt;br /&gt;
!Roll&lt;br /&gt;
!Occupation&lt;br /&gt;
!Caste&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Family history ==&lt;br /&gt;
&lt;br /&gt;
This table determines the history of player characters grandparents and parents. Years are approximate outside of dragon pass, but they correlate fairly well with the years in family history sheet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;auto&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
|+Homeland: family history&lt;br /&gt;
|-&lt;br /&gt;
!Year&lt;br /&gt;
!What happened&lt;br /&gt;
|-&lt;br /&gt;
!Colspan=&amp;quot;2&amp;quot;|Your grandparents history&lt;br /&gt;
|-&lt;br /&gt;
|1582&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1597&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1602&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1603-1604&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1605&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Colspan=&amp;quot;2&amp;quot;|Your parents history&lt;br /&gt;
|-&lt;br /&gt;
|1608&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1610&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1613&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1615&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1616&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1618&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1619&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1620&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1621&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Colspan=&amp;quot;2&amp;quot;|Your personal history&lt;br /&gt;
|-&lt;br /&gt;
|1622&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1623&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1624&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rune affinities ==&lt;br /&gt;
&lt;br /&gt;
== Cultural skills ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;auto&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
|+Homeland: skill bonuses&lt;br /&gt;
|-&lt;br /&gt;
!Skill&lt;br /&gt;
!Value&lt;br /&gt;
!Cultural weapon&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Skill&lt;br /&gt;
|00%&lt;br /&gt;
|Weapon&lt;br /&gt;
|00%&lt;br /&gt;
|-&lt;br /&gt;
|Skill&lt;br /&gt;
|00%&lt;br /&gt;
|Weapon&lt;br /&gt;
|00%&lt;br /&gt;
|-&lt;br /&gt;
|Skill&lt;br /&gt;
|00%&lt;br /&gt;
|Weapon&lt;br /&gt;
|00%&lt;br /&gt;
|-&lt;br /&gt;
|Skill&lt;br /&gt;
|00%&lt;br /&gt;
|Weapon&lt;br /&gt;
|00%&lt;br /&gt;
|-&lt;br /&gt;
|Skill&lt;br /&gt;
|00%&lt;br /&gt;
|Weapon&lt;br /&gt;
|00%&lt;br /&gt;
|-&lt;br /&gt;
|Skill&lt;br /&gt;
|00%&lt;br /&gt;
|Weapon&lt;br /&gt;
|00%&lt;br /&gt;
|-&lt;br /&gt;
|Skill&lt;br /&gt;
|00%&lt;br /&gt;
|Weapon&lt;br /&gt;
|00%&lt;br /&gt;
|-&lt;br /&gt;
|Skill&lt;br /&gt;
|00%&lt;br /&gt;
|Weapon&lt;br /&gt;
|00%&lt;br /&gt;
|-&lt;br /&gt;
|Skill&lt;br /&gt;
|00%&lt;br /&gt;
|Weapon&lt;br /&gt;
|00%&lt;br /&gt;
|-&lt;br /&gt;
|Skill&lt;br /&gt;
|00%&lt;br /&gt;
|Weapon&lt;br /&gt;
|00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:RuneQuest]][[Category:RuneQuest Homelands]]&lt;/div&gt;</summary>
		<author><name>Chibidragon</name></author>	</entry>

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