No diff available--this is the first major revision. (minor diff, author diff)

The Kingdom of Loksalm

[The Kingdom of Loksalm]

As of the last census, 1,568,333 people lived in Loksalm. A new census is in progress.

Once these lands belonged to Akem but during the first age, it sank into the control of evil when wicked men opened the Gate of Banir and let Chaos in. Oppressed by Akem, these lands eventually united under the crown of Loksalm and while the land has waxed and waned and even been ruled by the Middle Sea Empire, it has a long and glorious history. When the Middle Sea Empire turned to darkness, it fought free of their control and rose to new glories in the Third Age.

In 1499, Prince Snodal and his allies slew 'The God of the Silver Feet', a Demon who was leading an army of Hsunchen known as the White Bear Empire, to invade and destroy Loksalm. This somehow created the Syndic's Ban, known to us as the Grey Age. Every nation in Fronela was cut off from each other. Yet isolation allowed holy King Siglat to finally return to the pure system of Danmalstan, the original home of all the Malkioni peoples, in which the castes were stages of life, not prisons you were born into. Thus it became possible to rise from commoner to soldier to wizard to noble and finally to become a Paladin, a Man-of-All, who embodied hard work, courage, wisdom, and leadership on behalf of the community.

Now everyone, regardless of birth, must spend time on a farm or in a workshop or hauling goods or building roads, that they might learn the virtue of hard work. Some then move on to the army where they learn how to fight in order to defend others and study the code of Chivalry. The wisest among the army then go on to train as wizards and priests and many find themselves content to study, preach, and work with higher magics. But the call of leadership draws some to give up that freedom for the duties of leadership as nobles. And a precious few go on to join an order of holy knighthood and become a Paladin.

The nobles elect a king when the throne falls vacant; he is advised by a five person council: The Lord Mayor of the Farmers (elected by the farming caste members), the Marshall of the Army, the Ecclesiarch of the Church, the Chief Justice, and the Royal Treasurer.

The rest of the noble class are the 'Lords Temporal'; they staff government in the cities and at the national level, while the countryside is largely governed by locally elected mayors of farm villages, with a few Lords Temporal overseeing the districts and handling district level affairs. The Order of Artificers (wizards) construct special buildings for the lords which channel a portion of the land's magical energies to them, helping them to do their jobs.

The wizard caste is divided into orders which answer to the head of the Church, which is staffed by members of the wizard caste above the local level. (Village lectors are trained in certain specific rites for the good of local communities if not enough priests exist to staff a village properly.) The Church is controlled by the Ecclesiarch, who is elected by a council of Priests known as the Chapter of Electors.

The military is divided into a normal military hierarchy; the king appoints the top officers, including its commander, the Marshall.

The church's holy blessings and the work of wizards (who do not shun aiding the tillers of the soil, for they have been tillers themselves, unlike in evil lands like the Kingdom of Seshnela) ensure hugely fertile crops and support a very large population. Only about four out of every ten Loksalmi needs to farm in order to feed all ten, freeing up more for craftwork, military service, wizard, the priesthood, and the nobility. There are no serfs in Loksalm but about sixty percent of farmers are tenant farmers who rent government or private land. The other forty percent are free farmers who own their own land or even rent some of it out.

Loksalmi cities are usually ruled by an elected council and a Lord Temporal appointed by the Precinct Governor. Guilds govern the various businesses; guildsmen are all of the commoner caste. Cities are large and flourishing, fed by trade and the profuse products of the countryside. Most guilds have a lector or even an actual priest who tends to their spiritual needs.

The Loksalmi church is divided into callings (local communities with a shared lector or priest), bishoprics (21), and archbishoprics (3: Northpoint, Southpoint, and Scale City), one of whom is the Ecclesiarch. Every bishopric has a Cathedral in the bishop's seat which focuses his bishopric's divine magic for the good of all, passing on a tithe to his archbishop. Bishops wield incredible power when in their Cathedral. Archbishops even more so. Some of this power is shared with the various wizardly and clerical orders.

Notable Wizardly and Clerical Orders

Note: These orders include a handful of Paladins as there are not sufficient Paladins to form independent orders of them. All non-combat orders are open to women; women who want to fight must become a Daughter of Elleish.

Life in Loksalm


The Loksalmi raise sheep for wool and grow flax for linen, using the former for clothing and the latter for underclothes and bedsheets. Loksalmi use a pinned linen underwrap around their groin area; women loosely bind their breasts with linen strips if they're going to engage in vigorous activity like farm work or in cold weather. Men and women wear brightly colored tunics and leggings; the tunic is held shut with a belt and they wear boots over the leggings if they're outside the house. Boots are taken off indoors. These tunics typically have either floral or geometric patterns. When working, women often put shawls around their long hair to keep off dust; men keep hair cropped short and generally wash their hair quickly after work, before dinner. At festival time, women wear wreaths and men wear conical hats, decorated with symbols which brag about their accomplishments.

Foreign styles are starting to be used by many wealthy folk, but the church preaches against it. The wealthy are allowed to wear silk versions of standard clothing and to wear more and fancier accessories.

In war, Soldiers wear scale bronze armor when possible, though lighter troops wear cuir boulli armor. Some units, due to money or need for more mobility wear leather with strips of metal on it; this may simply be studs in some cases. Most use shields. Officers wear badges of rank.

Wizards often wear strange ceremonial clothing of a variety of kinds, covered with runes.

Nobles wear fancy silk versions of everything and some kind of crown of gold or silver.


Loksalm's food relies on local production, though spices, tea, and coffee are popular imports now that the Syndic's Ban has ended. Barley, rye, wheat, and oats are the standard grains and broccoli, cauliflower, cabbage, collard greens, onions, carrots, and peas are the standard vegetables. Orchards produce apples, pears, peaches, apricots, cherries, nectarines, and plums. Bushes produce strawberries and blueberries, and they grow a lot of grapes, though to be honest, their wine is only mediocre at best. Their beers and whiskeys are much better (but consumed only moderately... though there's increasing problems with too much boozing), and they produce 'Loksalm Coffee', a drink of highly similar taste but made from rye, barley, and wheat mixed together. It has no caffiene. Fruits are turned into jams, jellies, and preserves, unless you have magic to preserve them. Soups and stews are popular; many other dishes rely on Hrestol's Blessing, cauliflower which has been ground into small rice-like chunks and is used much the same as rice. Loksalmites especially love aspic, a jellied treat made from meat juices and bits, often with fruit and vegetables inside it. In the winter, ice cream is popular. (Most can't get it cold enough the rest of the year.) Many spices are imported now, but salt, bay leaves, oregano, sage, chives, and mints are still used much more commonly. Pepper is virtually unknown in Loksalm cooking as it costs *far* too much, and other spices tend to be used by nobles and wealthy folk, which creates some resentment and some see it as a sign the true faith is breaking down.

Coldberries are a distinctive Loksalmi plant, unknown elsewhere; unlike most plants they LIKE cold weather and the harder the winter, the bigger, jucier, and tastier the berries. Young children are put to work harvesting the berries early in Sea Season while adults and teens do harder work.

Pork, beef, chicken, and fish are common meats, but most people eat meat sparingly; the wealthy can eat meat more and on the coast, everyone eats shrimp, oysters, and fish in much greater profusion. Under the right conditions, in some locations, you might have waterfowl, such as ducks, a few times a year and coastal Loksalmi sometimes eat turtles. Mutton is an option but not one favored by the Loksalmi. The Korkalin to Farwatch coast regulates turtle hunting but almost everyone can get enough to eat turtle for a week or two a year there, usually at the start of Darkness Season. Lokasalmi enjoy a variety of entrails and bits that some people do not; if you're going to kill one of your animals, you should eat as much of it as you can. Eggs are the most available meat for most folk. Meat is salted or smoked to preserve it and for special events, you dig a fire pit and barbeque it. Loksalmi drink milk from cradle to grave and love to make many cheeses.

Honey is the main sweetener; sugar is a luxury. Pies, with or without meat, are popular.

A typical Loksalm farmer might have oatmeal with either fresh fruit or some kind of preserved fruit, along with some fried or scrambled eggs for breakfast, sliced (by them, on a stump) bread and cheese for lunch, and a stew with chicken, Hrestol's blessing, onion, cabbage, and carrots, seasoned with sage, salt, and oregano, for dinner, all three meals washed down with beer or Loksalm Coffee. Bread with butter and / or preserves might be added to dinner and two or three times a week, you'd have aspic or cookies or a pie with dinner.


The death of Hrestol enabled everyone to achieve the Joy of the Heart in this lifetime and to reach Solace upon death, so long as you strive to do what is right. No one, of course, is perfect, but the Invisible God. Everyone attends a half-day of worship on RestDay? each week, along with the 14 days of Sacred Time. Normal initiates do not have to attend further services, though many do. The second half of RestDay?, no work is done; ideally, you should read sacred texts, visit with friends, and attend approved entertainments; it's increasingly a problem that people go hog-wild during the second half of RestDay?, especially in the cities. Certain extremely pious people go to great lengths to avoid anything which could be called work, sometimes to the point of just praying and reading and fasting the rest of the day. Most people understand that this means not working in the fields, not doing drills, and so on, but it's okay to cook yourself a meal or clean the house.

Priests spend all of RestDay? on holy work of various kinds, preside over the Sacred Time ceremonies, and spend five days each season celebrating various holy days. For example, Sea-Truth-Wildday celebrates Saint Dromal's birthday; it has become a huge festival to celebrate the end of the planting season. Fire - Harmony - Clayday is the holy day of Saint Horal, patron of all soldiers, and thus the biggest holy day of that caste. Saint Ilyena, patron of Priests, has her holy day on Earth - Movement - Waterday. Saint Josselyne, the blessed martyr, is also patron of all nobles and has his holy day on Darkness - Stasis - Windsday. And of course, Saint Siglat is celebrated on Storm - Truth - Fireday. Twenty other holy days add to the responsibilities of a priest.

Every RestDay? service involves some kind of This World Heroquest which recharges the Church and refreshes the Joy of the Heart in participants. A proper service requires a priest; a problem for many villages is that there are an insufficient number of Priests and a Lector must preside, with periodic visits from a proper priest, likely on some other day of the week. This didn't use to be a problem, but less people are rising to the rank of Priest or maybe the population has just outgrown the number of priests, no one is sure. This means less powerful services and more times something goes wrong and you have a week of bad fortune and petty curses and being cut off from the Joy of the Heart. Holy day services also need a Priest to do it right, though often that is when a visiting Priest will arrive in your village. Urban churches virtually always have a resident priest and are more likely to be overstuffed with worshippers instead. That, however, just generates more power.

The Holy Text of Loksalm is known as the Revelations to the Saints , and composes three parts:

There are many other Holy Texts of lesser importance, one for each Saint and many others. The Voyages of Saint Dormal allows study of Communications and Water magics, for example. Lesser Texts typically have only two or even one Rune they teach. Actual Wizards also study Grimoires of various schools of magic.


The Loksalmi like to design houses which resemble the rune for what they are made of; this strengthens the home. A typical farmer home is a wooden long hall with three circular towers around the three sides of one end of it. One tower contains the bedroom of the head of household, one contains a bath, and one serves as a grain and other storage tower. This evokes the power of the Plant Rune. Stone Buildings are square. The Loksalmi use other materials only for decoration, though a few rare Wizard towers are made of strange materials. Courthouses and other government buildings are triangular, in order to evoke the Law Rune. The Church of a small town or village will probably be made of stone and thus a square, but many Cathedrals are built to resemble their Rune when possible.

The inside of a peasant home has a long table and benches and probably a loom at one end of it, used especially in Dark and Storm season. A small portion of the far end without towers is usually blocked off as a storage area. Most of the family sleeps in the long hall, but the heads of the family have their own bedroom with a real bed in one of the towers; wealthier families have multi-story towers and may have multiple bedrooms in the living tower, one per floor. They may also have special rooms above the bath for various purposes.

Inside cities, homes are stone and brick and it's fairly common to have your workspace - business on the ground floor and you live in an apartment above where the spouses and kids live, with several bedrooms and a dining area. In the city, people go to public baths by neighborhood. There is typically one such bath per five hundred people. Loksalmi cities have running water, but you must heat or chill it yourself.

Wizards often favor towers based on their strongest rune; Nobles, when possible, build homes based on the Mastery Rune. One arm is for governing business, one arm is for living in, and one arm is for entertaining guests and interactions with others. The connecting bar is home to the library, beautiful items, and so on.

Loksalmi villages and cities also often adopt a runic pattern, often the Harmony rune. When they do not, it is usually a grid pattern. But some have other patterns.h Loksalmi cities are carefully planned and designed. They're clean with running water and garbage removal. However, they're now having a harder time maintaining these services since the end of the Syndic's Ban.


What follows is the old pattern; now sometimes things happen which disrupts this.


Wizards are important, but also monitored to ensure they don't turn into God-Learners. Wizardry is a collection of rational, predictable ways to compel the Runes to obey you and change the world at your command. In practice, since the Runes are sapient beings, this means compelling the 'gods and spirits' which pagans worship to obey you, instead of grovelling before them and obeying them to get a few scraps of power in return. Wizardry requires spending extensive amounts of time studying mystical tomes and engaging in magical ceremonies which build up power to use when it's important to act quickly. Apprentice wizards can only do Common Magic, which augments normal activities; Wizards learn Lesser Spells from Grimoires and Greater Spells by astral quests onto higher planes.

Performing spells of a given Rune can be facilitated by surrounding yourself with things connected to the Rune, including the way you dress and the foods you consume before casting, and by sacrificing things related to the runes. Sapient beings can never be licitly sacrificed in the Loksalmi traditions; this is the sin known as Tapping, one of many introduced by Vadel. Animals, however, are fair game. The manner of spellcasting varies by Grimoire and School.


Places of Note

[Back to Main Geography Page]?