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CUSTOMS

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Customs of Sorlamir

In the realm of Sorlamir, where customs and legal codes have evolved over hundreds of years, the intricate tapestry of traditions is challenging to encapsulate comprehensively. The kingdom's legal framework, stemming from the royal decree, strives to maintain order across its territories. However, the vastness of Sorlamir gives rise to a myriad of interpretations and localized variations.

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Nomadic tribes and primitive humans residing on the fringes of civilization carve out their distinct ways of life, often steeped in age-old practices and rituals. While these groups may not conform strictly to the laws of the kingdom, a basic understanding of what is deemed acceptable in a more civilized context persists. Their autonomy, shaped by survival instincts and ancestral knowledge, coexists with the broader legal framework.

In the heart of Sorlamir's cities and settlements, a complex web of customs governs daily life. Social norms, etiquettes, and unwritten rules contribute to the rich cultural mosaic. The interactions between the more formal legal system and these nuanced social norms create a dynamic tension that adds depth to the social fabric.

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As Sorlamir embraces both the sophisticated courts of the nobility and the nomadic camps of tribal wanderers, the realm embodies a delicate balance between centralized authority and decentralized diversity. The ongoing interplay between tradition, law, and the fluidity of cultural dynamics ensures that Sorlamir remains a realm of both unity and diversity.

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Laws and Justice

The dispensation of justice is a solemn duty vested in the lords of the fiefs. These noble figures serve as arbiters, meticulously listening to petitions and accusations, rendering judgments based on evidence and their discernment. The primary responsibility of upholding peace within the territories they are sworn to, and ultimately for the king, rests on their shoulders.

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The severity of punishments meted out by the lords reflects the uncompromising stance against criminal transgressions. Guilty individuals often face brutal consequences, ranging from maiming to the ultimate penalty of death. The administration of justice is a weighty affair, and the lords, alongside landed knights, possess the authority to carry it out.

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However, the highest form of justice, known as "pit and gallows," is a privilege reserved exclusively for lords. Empowered by the king, they hold the right to mete out justice in a manner they deem fitting. This encompasses the grim practice of consigning individuals to dungeons or executing them, often by hanging from the gallows. Executioners or headsmen are commonly retained by lords to execute these somber duties, ensuring the enforcement of law and order within the realm.

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Punishment

Justice unfolds with a spectrum of punishments tailored to the gravity of the transgressions committed. Lesser offenses, such as theft or poaching, incur the removal of a criminal's hand—a stern reminder of the consequences of illicit actions. For those found guilty of the heinous crime of rape, castration stands as the prescribed fate.

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Crimes bearing the weight of treason or oathbreaking evoke the harshest penalty: death. This ultimate punishment serves as a deterrent against acts that threaten the stability of the kingdom. Floggings, a form of corporal punishment, are a pervasive penalty for a range of offenses, illustrating the society's emphasis on physical retribution.

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Imprisonment, while rare, finds its place in the justice system when criminals await trial, their impending punishment, or when they are held for ransom. However, under the rule of particularly cruel leaders, imprisonment may be a prelude to torture, a chilling prospect for those unfortunate enough to incur the ruler's displeasure.

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Among the brutal methods of execution, the "crow cage" stands out as a gruesome spectacle. This wrought iron cage, sized for a solitary individual, becomes the macabre stage for a prolonged and agonizing demise. Left without sustenance, the prisoner faces the relentless assault of crows that cluster around the cage, pecking at the condemned individual's face until death finally claims them. Such merciless practices underline the severity of justice in Sorlamir and the enduring fear instilled by its punitive measures.

 

Royal Pardons

The ultimate authority lies with the king, who possesses the exclusive power to grant royal pardons. This prerogative allows the monarch to forgive any crime, a gesture that can extend even to those accused of treason, provided they express genuine remorse and pledge allegiance by bending the knee. The act of extending a royal pardon embodies the king's discretion and magnanimity, showcasing the intricate balance between justice and mercy within the realm.

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However, this power, while vast, is not boundless. Some crimes may be deemed unforgivable, and the king's mercy is not universal. The complexities of morality, loyalty, and political exigencies all play a role in determining the boundaries of forgiveness.

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Sanctuary Accord

The tradition of the Sanctuary Accord in Sorlamir traces its roots to the era when Agriel reigned as king, carrying with it an aura of ancient sanctity. According to this solemn pact, any guest partaking of the host's food is bestowed with the sacred assurance of protection for the duration of their stay. The trust between the guest and host is epitomized by the act of sharing a meal, and it is believed that those who violate this bond invite dire consequences upon themselves.

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To signify their faith in the pact, guests, especially those harboring any hint of distrust, promptly request sustenance upon entering their host's abode. This ritual not only serves as a symbolic commitment but also invokes the protective mantle of the tradition. The consequences for betraying the Sanctuary Accord are considered severe, with repercussions believed to extend beyond the mortal realm. The very angels, guardians of divine justice, are said to take offense at such transgressions, ensuring that those who violate this sacred trust face a reckoning. Thus, the Sanctuary Accord stands as an age-old testament to the sacred bonds between hosts and guests in the kingdom of Sorlamir.

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Marriage and Adulthood

The intricate journey to matrimony in Sorlamir weaves through a labyrinth of traditions and exceptions, reflecting the delicate interplay between family ties, the thresholds of adulthood, and the nuances of consent. This sacred journey not only binds individuals in marital union but also intertwines the destinies of entire families.

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Within Sorlamirian customs, the age of legal majority is set at 16, but the significance of maturity extends beyond mere years. For noble girls, the onset of their first menstruation, known as flowering, holds profound importance, marking the transition from childhood to womanhood. This biological milestone, influenced by nutrition and social status, casts these maidens into a realm where innocence and budding sexuality coalesce, becoming the subjects of minstrels' tales and societal fascination.

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While most Sorlamirians await the embrace of adulthood before exchanging vows, the realm allows for exceptions embedded in necessity and tradition. Infants, sometimes, find themselves wed when inheritance hangs in the balance, and young girls, not yet having experienced their first flowering, may enter betrothals, with the understanding that the marriage will only be consummated after this pivotal event. Such practices, while accepted, tread the fine line between tradition and the perception of propriety.

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Betrothals precede the sacred union, carrying a weight of moral and legal significance. These unions, though less binding than marriage, lay the foundation for future alliances. Every marital ceremony must be sanctified by an Agrielan priest, emphasizing the union's spiritual dimension.

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The solemn vows of matrimony are a choice that cannot be coerced. The sanctity of this union is underscored by the principle that no one can be compelled to utter the sacred vows against their will. Despite the existence of marriage contracts meticulously arranged by families, the ultimate decision to embark on this lifelong journey rests with the individuals involved.

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While individuals possess the right to refuse the union and withhold the articulation of vows, the omnipresence of familial authority adds a layer of complexity to this decision-making process. Families, wielding significant power and influence, may resort to various means, including subtle persuasion or, at times, more overt threats, to ensure compliance with the arranged marriage.

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The elaborate ceremony for nobility unfolds with the bride adorned in a maiden's cloak, a canvas painted with her house colors and crest. Symbolizing her transition, the cloak is removed by the bridge's father and exchanged for one in the groom's colors, signifying her new house and protector. While the union is a celebration, marked by toasts, feasts, and dance, the tradition of "bedding" adds a touch of ribald humor, underscoring the communal nature of such festivities. Though the bride and groom are left to their own devices inside their bedroom, the wedding party will stand outside the door and make crude jokes and suggestions through the door.

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Despite the sanctity bestowed upon matrimony, the society acknowledges the possibility of severed bonds. Marriage contracts, especially if unconsummated, can be dissolved, a process often requiring the approval of high-ranking religious figures.

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Inheritance and Lordships
The Sorlamirian system of primogeniture, with its nuances and exceptions, establishes a hierarchical order of inheritance primarily favoring the eldest male child. Traditionally, the eldest son of a lord is designated as the heir, and this hereditary line extends through subsequent generations, passing from the eldest son to his own eldest son and so forth. In the absence of an heir with direct male lineage, the system then proceeds to the younger male children of the lord, respecting their order of birth.

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However, Leketteshire stands out with a distinctive approach by recognizing the eldest child, regardless of gender, as the rightful heir. This departure from the conventional Sorlamirian primogeniture reflects a unique regional variation in inheritance practices.

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The complexities arise when there are no surviving sons, leading to a less defined line of succession. Sorlamir acknowledges the potential for women to inherit and rule over lands, provided they lack brothers. Furthermore, women can serve as regents until a male heir comes of age, introducing an additional layer of flexibility into the system. The intricacies of inheritance become even more convoluted in cases where there are daughters, grandchildren, or brothers to the deceased lord, each potentially having valid claims based on unwritten laws and precedents. This ambiguity is often seen as a deliberate aspect, providing nobles with increased power and adaptability.

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Remarkably, even baseborn children, if no other immediate claimants exist, can be recognized as rightful heirs. In such instances, the king may legitimize the baseborn child, emphasizing the role of political considerations and sometimes military influence in determining succession outcomes, surpassing the strict confines of legal frameworks.

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Fostering

The practice of sending noble boys to be raised in other noble houses serves as a multifaceted strategy with social, political, and strategic implications. Initiating this process at the age of seven or eight, these boys become pages and squires, undergoing comprehensive training not only in martial skills but also in matters of law, courtesy, and independent living.

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Beyond the individual benefits of personal growth and exposure to different environments, the practice holds several significant political advantages. The fostered youth, by engaging with members of the foster house, establishes enduring connections and friendships that can extend into adulthood. These relationships form the basis of continued political alliances, contributing to stability and cooperation between noble houses for successive generations.

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The potential for the fostered youth to interact with the daughters of the foster house introduces another layer of political strategy. Marriages resulting from these interactions can solidify alliances, creating bonds that extend beyond mere political agreements. This interconnectedness through familial ties further strengthens the unity between noble houses.

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Conversely, in situations where relations between the fostering and fostered houses turn sour, having a noble youth as a hostage serves as a deterrent against outright hostility. The presence of a member of one house within the other acts as a form of insurance, discouraging acts of aggression and promoting a more diplomatic resolution to conflicts. This intricate system of fostering thus demonstrates the nuanced ways in which noble houses navigate social, political, and strategic landscapes to secure their interests and relationships.

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Bastards

In Sorlamir, bastards, referred to as "natural" children, face societal stigma and the challenges of navigating a world that often views them through the lens of their unconventional birth. The terminology distinguishes between those born to a noble parent and a commoner (called "baseborn") and those born to two noble parents ("bastard-born").

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The conception of bastards, seen as a result of passion and deceit rather than the legitimacy of marriage, contributes to the negative perceptions surrounding them. There exists a prevailing assumption in Sorlamir that these children might be predisposed to treachery and malevolence. Consequently, bastards frequently encounter discrimination and are denied the rights and privileges granted to their legitimate half-siblings.

 

Under the law, bastards have limited rights, often existing on the fringes of social and legal recognition. However, there is a glimmer of hope for some bastards as they can potentially attain full social status if they undergo the process of legitimization, a decree issued by the king. This official recognition grants them a more accepted standing within the rigid social hierarchy, offering a pathway to overcoming the challenges associated with their unconventional birth.

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Regional Names

The tradition of assigning regional surnames to bastard-born noble children in Sorlamir adds an interesting layer to the societal distinctions and lineage considerations. These surnames not only mark the individual's illegitimate birth but also serve as a testament to the shires involved. When bastards from different shires marry and have children, the child typically adopts the surname associated with the father's region. Here are the regional names assigned to bastard-born noble children in each region:

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Evanshire: Rose
Kemlyshire: Sun
Leketteshire: Moon
Torinshire: Lion

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This practice not only reflects the regional pride and distinctions within Sorlamir but also highlights the complexities and nuances associated with lineage, legitimacy, and societal expectations in different parts of the kingdom. The surnames become a symbolic representation of the interplay between regional identities and the status of the individual within the intricate web of Sorlamirian society.

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Pastimes

The diverse pastimes in Sorlamir provide a glimpse into the cultural and recreational activities enjoyed by individuals of different ages and social classes.

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Entertainment for children involves a lot of play acting, chasing and scuffling in such games as monsters-and-maidens, hide-the-treasure, come-into-my-castle, peak-and-sneak, hopfrog, spin-the-sword, and lord-of-the-crossing. In fact, any common situation that children are acquainted with can be adapted into an excuse to play act, chase each other, or scuffle. Children lacking an abundance of playmates will often have toys to pass the time. Such toys might include posable wooden dolls or barrel hoops to chase around.

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As children grow older, they are divided into separate groups for their entertainment, especially if they are nobles. Noble girls are expected to pass their time knitting, sewing, singing, dancing, or playing instruments. Noble boys are often taken to the weapons yard to learn more martial skills.

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The common noble sport is hunting. Lords will hunt nearly any beast they can, whether boar with spears, deer with bow and arrows, or small game with falcons. Ladies, on the other hand, are typically allowed to indulge only in falconing.

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For Sorlamirians of any age or class, gambling is a popular pastime. Games involving dice or darts are common, though the outcome of any situation can be an excuse to place wagers. This can be as splendid as the outcome of a jousting tournament, or as low as dogfights and bear baiting. Such games can also be used as an excuse to imbibe large quantities of alcohol.

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Travelling bands of bards, such as acrobats and jugglers, are also popular among the masses. They ply their trade throughout the kingdom. Singers are especially popular entertainers in Sorlamir. Those gifted with beautiful voices, or amazing skill with musical instruments, may find rich patrons and earn a cushy life in some noble’s court. Most, however, play for a few coppers in inns and taverns, eking a living amusing both travellers and locals. Gala celebrations, like tourneys and weddings, may earn singers handfuls of silver. Singers are sources for both current gossip (often “immortalised” into song, sometimes despite their subjects’ wishes), and for retelling classis stories.

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Clothing

In the sprawling kingdom of Sorlamir, the diversity of available fabrics is a testament to the richness of its textile industry. Within bustling marketplaces and skilled workshops, one can find an array of materials that cater to different tastes, occasions, and social standings.

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Nearly any natural material you can imagine is available in Morra, including cotton, silk, velvet, cloth-of-gold, cloth-of-silver, satin, wool, linen, and damask.

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Cotton is widely cultivated, and serves as a breathable and comfortable fabric, perfect for everyday wear in the temperate climates.

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Silk is considered a luxurious and prized material, and silk garments are often reserved for special occasions, ceremonies, and the upper echelons of society. The smooth and lustrous texture of silk adds an air of sophistication to any ensemble.

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Velvet, with its plush and soft texture, is a favorite for formal attire. It is often used in creating opulent gowns, doublets, and accessories, making a bold statement at grand events and celebrations.

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Cloth-of-Gold and Cloth-of-Silver are both lavish fabrics, interwoven with threads of gold or silver, and are synonymous with nobility and grandeur. Reserved for the most prestigious occasions, garments made from these materials shimmer in the light, reflecting the wearer's elevated status.

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Satin is known for its smooth and glossy surface, and is a versatile fabric suitable for both casual and formal wear. Its sheen adds a touch of elegance, making it a popular choice for gowns, blouses, and accessories. In the colder regions of Sorlamir, woolen fabrics offer warmth and comfort.

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Wool is commonly used for outerwear, including cloaks and mantles, ensuring that the wearer remains snug during chilly seasons.

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Lightweight and breathable, linen is favored for casual wear, especially during warmer months. Its natural texture lends itself well to comfortable tunics, dresses, and everyday garments.

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Damask, with its intricate patterns woven into the fabric, is often employed for creating elaborate and decorative textiles. It is a preferred choice for ceremonial garments, upholstery, and other items that demand a touch of ornate beauty.

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Arms and Armour

The forging of iron and steel is common in all of Morra, and weapons and armour are crafted from both. Occasionally one may find an ancient piece of armour or a weapon forged from bronze, but that is a great rarity today. Weapon and armoursmithing is advanced for its time in Morra, from the exquisite suits of full plate armor, meticulously crafted to cover the entire body, to intricate scale armor that balances protection and flexibility. Ballista, a technological marvel in ranged weaponry, is also available to those with the financial means.

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Elaborate ornamentation is a hallmark of Sorlamirian arms and armor. Beyond the practicality of jewels and precious metals, artisans employ various methods to introduce color. Paints, enamels, and blueing steel are common techniques, ensuring that the decorative elements withstand the rigors of battle. Skilled blacksmiths can even integrate color directly into the metal, ensuring longevity and vibrancy.

 

Arrkanian steel is the finest form of metal that was first forged by the Arrkani during the Retribution Wars. It is exceptionally sharp and tremendously strong, though also extremely lightweight. When the Arrkani re-emerged into the world of men, these weapons were offered as gifts and trade. Expensive to begin with, now these weapons are valued relics kept mostly within powerful noble families. The master blacksmiths of Meltarra are noted among the few of Morra who can successfully reforge Arrkanian steel. These smiths also have their own special techniques, and while Arrkanian steel is beyond the production of mortal men, Meltarran steel is the next best thing.

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Food and Drink

In Sorlamir, culinary experiences are as diverse as the kingdom itself. At the heart of common fare is the renowned "Potluck Stew," a stew crafted in the pot-shops of Torin. These establishments specialize in transforming an assortment of ingredients, brought in by patrons, into a filling and unconventional delight. For the wealthier echelons of society, noble delicacies take center stage. The roast swan, artfully stuffed with a delectable mix of mushrooms and oysters, graces the tables of the affluent. Another opulent choice is the stuffed peacock, presented with its vibrant plumage and filled with succulent dates. The essence of Sorlamirian meals often revolves around meat, complemented by humble turnips. While nobles relish roast swans, the less privileged might find unconventional choices such as pigeon or cat making their way into the pot. Root vegetable stews, featuring hearty combinations of turnips, carrots, and potatoes, form a traditional and sustaining part of Sorlamirian cuisine.

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Earls

In Sorlamir, the king appoints four earls, each assigned to the north, east, south, and west regions of the kingdom. The role comes with significant military responsibilities, charging the earls with the defense of their respective shires against external threats. They hold the highest military authority in their regions, accountable solely to the Lord Constable, who, in turn, serves directly under the king, establishing a clear chain of command.

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As of the beginning of the FEM beta, the appointed earls are as follows:

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Earl of Torinshire: Lord Erike Sauveterre
Earl of Evanshire: Lord Balthus Orgilous
Earl of Kemlyshire: Lord Rasteor Tol
Earl of Leketteshire: Lord Adrehan Sorthanliev

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The rulership of an earl over their shire follows a hereditary succession, ensuring continuity in leadership within each region.

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Knighthood

In all of Morra, knighthood is predominantly viewed as a martial distinction, often attainable through martial prowess and financial means rather than noble birth. Not all knights start their journey from the ranks of the nobility, and similarly, not every noble finds the path to knighthood. The prerequisites for knighthood center around combat skill and the financial capacity to afford suitable equipment. Failure on either front could bring considerable dishonor to a knight.

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Knights are typically anointed at no younger than 16 years old, although some may remain squires well into their 40s due to financial constraints or personal choices. The process involves both the blessing of martial skill and the anointment of a religious figure, often an Agrielan priest, connecting the secular and sacred aspects of the ceremony.

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There exists a category of knights known as "hedge knights" who lack a specific lord to whom they owe fealty. These knights traverse the land with their worldly possessions, primarily consisting of arms and horses. Hedge knights offer their services to various lords who may take them in and provide sustenance. However, when their services are no longer required, they are sent off to continue their journey.

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The life of a hedge knight is characterized by its nomadic nature, as these knights continually seek employment and shelter. Their loyalty is often to the lord who currently hosts them, creating a dynamic and fluid relationship between hedge knights and the lords they serve. Despite the challenges, the path of the hedge knight offers a sense of freedom and independence, albeit with the constant uncertainty of their next destination.

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A knight is expected to be cleanly and godly, and thus knighting is primarily a religious ceremony. In Sorlamir, the knighting ritual is a sacred and elaborate ceremony that involves the participation of an Agrielan priest and the symbolic use of seven holy oils. The ritual takes place in a consecrated space, typically within a chapel or a sacred grove. The priest anoints the knight-to-be with seven holy oils, then the attending knight touches his shoulders with a sword while invoking the knightly oath, and then the candidate rises as a fully recognised knight.

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Heraldry

Heraldry in Sorlamir follows strict rules, overseen by its own guild. Knights and lords adhere to the tradition of bearing a single coat of arms on their shield, banner, and other emblazoned symbols. However, upon induction into the esteemed Templars, a knight relinquishes their former shield in favor of one adorned in pure white. This symbolic act marks their commitment to the Templar order and its principles. The guild ensures the proper application and adherence to heraldic customs, contributing to the visual tapestry that defines the noble houses and orders within Sorlamir.

Customs of Sorlamir
Laws & Justice
Punishment
Royal Pardons
Sanctuary Accord
Marriage & Adulthood
Inheritance & Lordships
Fostering
Bastards
Regional Names
Pastimes
Clothing
Arms & Armour
Food & Drink
Earls
Knighthood
Heraldry
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