Customs and Laws of Solamir
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Customs and Laws of Solamir
In Solamir, law and custom are woven together so tightly that few can say where one ends and the other begins. Royal decrees, ancient feudal rights, temple doctrine, and local tradition all shape daily life throughout the realm. A noble may be judged by the law of the Crown, a peasant by the customs of his village, and a wanderer by the honour of his word.
Across the great cities and fertile provinces of Solamir, certain values are held above all others: loyalty to one's liege, respect for rank, reverence for the gods, and the keeping of sworn oaths. Hospitality is expected, insolence is remembered, and a broken promise may stain a family's name for generations.
Yet Solamir is not uniform. The customs of Solarion differ from those of Solvalore's eastern marches, while the villages of Calimoore and the high valleys beneath the Skyreach Mountains each preserve their own traditions. Beyond the settled lands, frontier folk and wandering tribes still follow ways far older than the kingdom itself. Though the Crown's law extends across the realm, its interpretation often depends upon where one stands, and who holds authority there.
Laws and Justice
The dispensation of justice in Solamir is a solemn duty entrusted to the Crown's lords and their sworn officers. Throughout the duchies and provinces, nobles hear petitions, settle disputes, and judge crimes committed within their lands. In lesser matters this authority may be delegated to stewards, magistrates, or landed knights, but the burden of preserving peace ultimately rests upon the lord of the land, who in turn answers to the King.
In most courts, justice is not administered by the lord alone. Priests and sworn justicars of Kyte are often present to witness proceedings, hear oaths, and ensure that judgement is rendered in accordance with both the law of the realm and the sacred duty of truth. To swear falsely before a lord is grave enough; to do so before Kyte is believed to endanger the very soul.
Punishments in Solamir are harsh, for disorder is seen as a threat not merely to the victim, but to the peace of the entire realm. Fines, public humiliation, imprisonment, branding, mutilation, exile, and death are all practiced, depending upon the severity of the crime. Theft may cost a hand, poaching may bring the lash, while murder, treason, oathbreaking, and dealings with dark powers are punishable by death.
The highest right of justice, known throughout Solamir as pit and gallows, belongs only to the great lords of the realm and those empowered directly by the Crown. By this ancient privilege, a duke or lord may imprison, condemn, or execute those under his authority. Gallows stand beyond many towns and castles as grim reminders of this right, while beneath others lie the pits and dungeons where prisoners await judgement or sentence. Most great lords retain a headsman or executioner, and many also keep a sworn Justicar of Kyte to stand witness when sentence is carried out.
Punishment
Punishment in Solamir is intended not merely to avenge wrongdoing, but to restore order and remind all who witness it of the cost of defying the Crown, the law, or the gods. Most sentences are carried out publicly, in market squares, before castle gates, or beneath the gallows tree, where the people may see justice done.
Lesser crimes are commonly punished through fines, flogging, branding, or mutilation. Theft, poaching, and repeated acts of banditry may cost a criminal a hand, ear, or finger, while vagabonds and troublemakers are often whipped and driven from the town. Branding is frequently used to mark thieves, deserters, and other known offenders so that their crimes cannot easily be hidden.
More grievous crimes invite harsher penalties. Those found guilty of rape are most often sentenced to castration before further punishment is carried out. Murderers may be hanged or beheaded, depending upon their station, while oathbreakers, traitors, and those who consort with forbidden powers are almost always put to death. In the eyes of Solamir, there are few crimes worse than betraying one's sworn word, for oath and duty are the foundations upon which the realm is built.
Imprisonment is uncommon and seldom regarded as punishment in itself. Most prisons and dungeons exist to hold the accused until trial, execution, ransom, or judgement by a higher authority. In the castles of harsher lords, however, prisoners may linger for months or years in chains, and tales persist of dark cells where torture is used to force confessions or punish enemies of the realm.
Execution in Solamir is often as much a warning as a sentence. Hanging is the most common fate of common criminals, while nobles are usually granted the dignity of the sword. In the more remote marches and under particularly severe rulers, crueller deaths are sometimes employed. The most feared of these is the crow cage: a narrow iron gibbet hung high upon a hill or beside a roadside, within which the condemned is left exposed to the sun, the cold, and the scavenging birds until death finally comes. Even in Solamir, many regard the practice with unease, and priests of Kyte often argue that justice should be stern, but never descend into cruelty.
Royal Pardons
Though the lords of Solamir possess broad authority within their own lands, the highest right of mercy belongs to the King alone. By ancient custom and royal prerogative, His Majesty may set aside any judgement, remit any sentence, or restore those who have fallen from favour. Such acts are known throughout the realm as royal pardons.
A royal pardon may be granted for any crime, from theft and murder to rebellion and treason, though it is most often reserved for those whose loyalty, service, or repentance is judged to outweigh their offence. Those seeking the King's mercy are commonly required to kneel before the throne, confess their wrongdoing, and swear anew their oath to Crown and realm.
To receive a royal pardon is not merely to be spared punishment, but to be restored. Lands, titles, and honours stripped by law may be returned, and a condemned man may once again stand among his peers. For this reason, the granting of such mercy is regarded as one of the clearest signs of the King's authority, for only the hand that upholds the law may choose to stay it.
Yet the King's mercy is not without limit. Certain crimes are widely regarded as nearly unforgivable: the murder of kin, the betrayal of one's sworn lord in time of war, dealings with dark powers, or repeated acts of treason. In such matters, even a king must weigh compassion against the peace of the realm, for mercy shown too freely may be seen as weakness, and weakness invites disorder.
Sanctuary Accord
One of the oldest and most sacred customs in Solamir is the Sanctuary Accord, a tradition said to date back to the reign of King Aegis, when the realm was still young and divided. By this ancient law, any guest who has eaten of a host's bread and salt is placed beneath that host's protection for the duration of their stay.
Once the meal has been shared, neither host nor guest may raise hand, blade, or treachery against the other without committing a grave dishonour. Even bitter enemies are expected to respect the Accord. A man may refuse entry to his hall, but once he offers food and hearth, he is bound to protect those beneath his roof. Likewise, a guest who accepts such hospitality is expected to obey the peace of the house and do no harm while under its shelter.
For this reason, travellers and strangers often ask first for bread, salt, or watered wine when entering an unfamiliar hall, inn, or manor. To share even the humblest meal is enough to invoke the Accord, and among the people of Solamir it is widely believed that no oath is more ancient, nor more sacred.
To violate the Sanctuary Accord is considered among the blackest of crimes. Lords have gone to war over such betrayals, and families have carried blood-feuds for generations against those who broke guest-right. The faithful teach that Kyte condemns such treachery, Aelora withdraws her blessing from the hearth that permits it, and even Liteon turns his face from those who profane so ancient a trust. In the minds of many Solamirians, a murderer may yet find pardon - but one who breaks bread and then sheds blood has damned both honour and soul.
Marriage and Adulthood
In Solamir, marriage is regarded as both a sacred union and a solemn contract between families. It binds not only husband and wife, but also lands, inheritances, alliances, and sworn obligations. Among the common folk, marriage is most often a matter of affection, necessity, and household survival. Among the nobility, it is rarely so simple.
By the law of the realm, a man or woman is considered to have reached adulthood at sixteen years of age. Yet in practice, the customs surrounding maturity are more complicated, particularly among the noble houses. For noble daughters, the beginning of womanhood is often marked by their first flowering, which is regarded as a sign that they have passed from childhood into adulthood. Among the great houses this moment is frequently accompanied by gifts, prayers, and quiet discussion of future matches.
Betrothals are common throughout Solamir, especially among noble families. Such arrangements may be made years before a marriage takes place, and children are sometimes promised in infancy when lands, titles, or old alliances are at stake. A betrothal is considered morally binding and difficult to break, but it is not itself a marriage. Until the vows are spoken, either party may still refuse the union, though doing so may bring disgrace, anger, or political consequence upon their family.
No marriage in Solamir is considered lawful unless the vows are spoken freely before witnesses and sanctified by a priest. Most marriages are performed beneath the sight of Aelora, whose blessing is sought for love, fertility, and the founding of a household, though nobles and knights sometimes invoke Kyte as witness to the oaths they swear. No one may be forced to speak the vows, and a marriage made without consent is widely considered invalid in the eyes of both law and gods.
In truth, however, family authority often weighs heavily upon such choices. Noble sons and daughters are expected to obey their parents and accept the matches arranged for them. Refusal is permitted, but seldom without consequence. A disobedient child may lose inheritance, standing, or the favour of their house, and many are persuaded through duty, guilt, or fear long before they reach the altar.
Noble weddings are grand affairs of banners, feasts, and ceremony. It is customary for the bride to wear a maiden's cloak bearing the colours and sigil of her father's house. During the ceremony, this cloak is removed by her father or nearest male kinsman and replaced with one bearing the colours of her husband's house, symbolizing the passing of her loyalty and protection from one family to another. Music, dancing, and days of celebration often follow, particularly among the great houses.
Among both nobles and commoners, the wedding feast traditionally ends with the bedding ceremony. Amid much drink and laughter, the newlywed couple are escorted to their chamber while friends and kin linger outside the door, shouting ribald jokes, blessings, and advice. Though embarrassing, the custom is considered good fortune, for a marriage that begins with laughter is thought more likely to prosper.
Though marriage is intended to last for life, there are circumstances in which it may be set aside. Unconsummated marriages may be annulled, particularly if the union was never freely accepted or if a betrothal was entered into under false pretences. Such matters are usually decided by the temples, most often by the senior clergy of Aelora or Liteon, whose judgement in these matters is rarely disputed.
Inheritance and Lordships
In Solamir, lands, titles, and lordships are most often inherited according to the custom of primogeniture. By long tradition, the eldest legitimate son of a lord is considered his rightful heir, followed in turn by that son's children. Should there be no direct male heir, succession usually passes to younger sons and their descendants in order of birth.
This custom is observed across most of the realm, from the marches of Solarion to the eastern frontier of Solvalore. Yet inheritance in Solamir is governed as much by precedent and local custom as by strict law, and no two disputes are ever entirely alike.
The duchy of Solend is the most notable exception. There, the eldest child is traditionally regarded as heir regardless of gender, provided they are judged capable of ruling. The lords of Solend claim that upon the hard frontier, where war and hardship often leave few heirs to spare, no worthy child can be set aside merely for being born a daughter.
Elsewhere in Solamir, women may still inherit when no surviving brothers exist. A daughter without male siblings may succeed to her father's lands and titles, and many noblewomen have ruled capably in their own right. Women are also commonly appointed as regents, governing in the name of a young son until he comes of age.
Such matters become increasingly complicated when there are daughters, younger brothers, nephews, grandchildren, or distant cousins with competing claims. In these cases, inheritance is often decided less by clear law than by ancient precedent, political support, and the favour of the Crown. Noble houses keep long records of bloodlines and marriages, and disputes over succession have sparked feuds, rebellions, and even war.
Legitimacy itself is not always absolute. Though baseborn children possess no automatic right of inheritance, a king may choose to legitimize them by royal decree, particularly when no other suitable heir exists. Such children may then inherit lands and titles as though born lawfully. In practice, however, the decision often depends as much upon the child's reputation, allies, and strength as upon the law itself.
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.
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.
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.
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.
Among the nobility of Solamir, it is common for children of great houses to be fostered in the households of other lords. Most often this begins when a boy is seven or eight years of age, though girls may also be fostered, particularly among houses seeking to strengthen alliances or prepare daughters for life at another court.
A fostered boy is usually sent to serve first as a page, and later as a squire, learning the arts of war, horsemanship, courtesy, heraldry, law, and governance beneath the eye of another lord. Noble girls are more often taught the management of a household, courtly customs, music, letters, diplomacy, and the duties expected of a noble lady. In either case, the child is expected to grow into adulthood as much a member of their foster household as of their birth family.
The custom serves many purposes. A child fostered elsewhere gains experience beyond the lands of their own house and learns the manners and loyalties of another region of Solamir. Friendships formed in youth often endure into adulthood, binding noble houses together through affection as well as obligation.
Fostering is therefore as much a political practice as a social one. A boy raised alongside the sons of another lord may one day fight beside them in war or support them in court. A girl fostered among another family may later wed into that house, turning an old alliance into blood and kinship. Many of the strongest bonds between the great houses of Solamir were first forged in the nursery, the training yard, and the hall.
Yet fostering also carries a quieter purpose. When relations between houses are uncertain, a fostered child serves as an unspoken guarantee of good conduct. Few lords are willing to risk open conflict while a son or daughter of their own blood remains beneath another lord's roof. For this reason, the custom has often preserved peace where treaties alone might have failed.
Bastards
In Solamir, children born outside lawful marriage are marked by their birth throughout much of their lives. Such children are not all regarded equally. A child born to a noble and a commoner is often known as a hearthborn, while one born to two noble parents outside wedlock is more commonly called oathless. Among crueler tongues, both may simply be called byblows.
Because marriage in Solamir is not merely a personal bond but a sacred oath witnessed before the Eternals, children born beyond it are often viewed with suspicion. Many believe that such children are living reminders of broken vows, secret passions, and dishonour. Among the common folk this may amount to little more than gossip, but among the nobility it can carry lasting social consequences.
Hearthborn children are often acknowledged by their noble parent and may be raised within the household, though usually apart from the legitimate family. They may be given education, arms, or minor lands, but they possess no automatic claim to title or inheritance. Oathless children are often regarded more harshly still, for their very existence may threaten alliances, inheritances, and the honour of noble houses.
Under the law, neither hearthborn nor oathless children may inherit unless formally legitimized by royal decree. Only the King may grant such recognition, and even then it is rarely done without careful consideration. A legitimized child gains the rights and standing of lawful birth, though many in Solamir continue to remember the truth of their beginnings, no matter what the law may say.
Regional Names
In Solamir, acknowledged hearthborn and oathless children of the nobility are often given a regional surname tied to the duchy in which they were born. Such names do not place the child within a noble house, but instead mark them as standing outside the lawful line of inheritance. To bear one of these names is both a form of recognition and a reminder that the bearer was born beyond marriage.
These surnames are granted by custom rather than law, and are usually bestowed by the child's noble parent or household. They are most often used for children openly acknowledged by their family; those whose parentage is concealed or denied may bear no such name at all.
In cases where two acknowledged bastards from different duchies marry and have children, the child traditionally takes the regional name of the father.
The customary regional names of Solamir are:
- Calimoore: Rose
- Solarion: Crown
- Solathar: Hart
- Solvalore: Thorn
- Solvaren: Vale
- Solmere: Mere
- Soliel: Sun
- Solend: Ash
- Medhurst: Grove
- Hiverna: Frost
- Pleffer: Stone
Among the common folk, these names are often spoken with a mixture of curiosity, pity, admiration, or scorn, depending upon the reputation of the child and the standing of their family. Some wear such names with quiet shame, while others carry them proudly, determined to prove that worth is not always born within wedlock.
Pastimes
The people of Solamir value hard work, but they value recreation no less. From the halls of kings to the smallest village green, leisure is shaped by rank, region, and season, and the realm is rarely without some game, feast, hunt, or song to lighten the burdens of daily life.
The games of children are often simple imitations of the world around them. Boys and girls alike spend their days chasing one another through fields and alleys, playing at knights and outlaws, wardens and raiders, dragons and heroes. Common games include Castle and Crossing, in which one child guards a narrow path against the others, Hunt the Beast, where players stalk an imagined monster through woods or streets, and Crow and Hare, a game of pursuit and evasion. Children also delight in mock swordfights with sticks, racing hoops through the streets, spinning tops, throwing stones, or hiding treasures for one another to find.
Toys are treasured where they can be afforded. Among the common folk, these are often little more than carved animals, rag dolls, whistles, or hoops of bent wood. The children of the nobility may possess painted wooden knights, miniature castles, toy horses, or dolls dressed in the colours of their house.
As children grow older, their amusements begin to reflect the expectations of their station. Noble boys are commonly sent to the training yard, where they learn riding, hunting, arms, and the duties of knighthood. Noble girls are expected to become skilled in music, dancing, sewing, embroidery, reading, and the management of a household, though in more martial houses it is not uncommon for daughters to learn riding, hawking, or even the bow.
Hunting is the favourite pastime of the nobility throughout Solamir. Lords and their retainers ride out in pursuit of stag, boar, wolf, and fox, while the more daring seek bear in the forests or mountain cats in the high country. Falconry is especially prized, both among lords and ladies, and a fine hawk is regarded as a mark of status and refinement. In the eastern duchies, particularly along the marches of Solvalore and Solend, riding competitions and contests of archery are nearly as popular as the hunt itself.
Among knights and nobles, tournaments are among the greatest of all entertainments. Jousts, melees, archery contests, wrestling, and contests of swordsmanship are held during feast days, weddings, and great gatherings. Victorious knights win glory, prizes, and sometimes the favour of noble ladies, while the commons gather in great numbers to cheer, feast, and wager on the outcome.
Gambling is beloved throughout the realm, regardless of station. Dice, cards, darts, and games of chance are common in inns, camps, and noble halls alike. Men and women wager upon races, tournaments, cockfights, the weather, and almost anything else that may be uncertain. Priests of Seyth are said to smile upon the bold, though just as many claim she delights in making fools of them.
Travelling entertainers are a welcome sight in every corner of Solamir. Minstrels, singers, dancers, jugglers, puppeteers, acrobats, and wandering players travel from village to village and from court to court, bringing news and amusement wherever they go. Great lords often keep musicians and singers in permanent service, while poorer performers make their living in taverns and market squares for a few coppers and a place by the fire.
Song is especially cherished in Solamir, though most know it not through melody alone, but through the words themselves. Ballads, poems, and recited verses recount the deeds of ancient kings, lost loves, saints, battles, and betrayals. New verses spread gossip faster than any herald, and many a lord has found his triumph or disgrace carried across the kingdom in words he never wished to hear.
Clothing
Clothing in Solamir is shaped by rank, wealth, region, and season. Though fashions vary from the windswept marches of Solvalore to the courts of Calimoore, most garments are made from a familiar range of cloths and natural materials produced within the realm or brought by trade from abroad.
The most common fabrics are wool, linen, and cotton. Wool is the cloth of the countryside and the colder months, used for cloaks, mantles, blankets, hose, and sturdy tunics. The shepherds of the western hills and northern duchies produce much of the kingdom's wool, and few Solamirians go through winter without it.
Linen is prized for its lightness and comfort. Worn by both noble and commoner, it is used for shirts, shifts, undergarments, summer dresses, and simple tunics. Cotton, grown in the warmer south and traded northward, is softer still and increasingly fashionable among those who can afford it, particularly in the cities.
The wealthy favour richer and more costly materials. Silk, satin, and velvet are marks of status throughout Solamir, worn most often by nobles, wealthy merchants, and the clergy of great temples. Silk is especially prized. The finest bolts come from the ports and merchant-princes of Vardane, whose ships bring rare cloth and luxury goods south along the western coast of Athera. Coarser, more common silks are carried north from Malterra by caravan, eventually finding their way into the markets of southern Solamir.
Velvet is favoured for cloaks, gowns, and doublets, particularly in the colder duchies, while satin is admired for its smooth shine and often appears in noble ladies' dresses, sleeves, and ribbons. Damask, woven with intricate patterns, is often used in ceremonial robes, altar cloths, banners, and the formal garments of the great houses.
The richest fabrics of all are cloth-of-gold and cloth-of-silver, woven with fine metallic thread. Such garments are exceedingly rare and are worn only by the greatest nobles, royalty, and the highest clergy during coronations, holy days, and other grand occasions. To appear in such attire is to proclaim wealth and standing before all who see it.
Regional styles vary widely. The frontier folk of Solend and Solvalore favour practical wool, leather, and riding cloaks suited to hard travel and uncertain weather. The nobles of Calimoore are known for elaborate fashions, bright colours, and garments embroidered with roses and sea motifs. In the colder duchies, heavy furs and lined cloaks are common, while in the warmer south lighter linens and cottons are preferred.
Colour itself is a sign of station. Browns, greys, and undyed wool are the dress of peasants and labourers, while richer hues such as crimson, deep blue, emerald, purple, and gold are associated with wealth and nobility. Certain colours are especially prized: white and gold are often worn in honour of Liteon, green and white for Aelora, and blue and silver by those devoted to Kyte.
Arms and Armour
Arms and armour in Athera are as varied as the realms that forge them. Iron and steel are common throughout the continent, and nearly every kingdom possesses its own smiths, foundries, and traditions of warcraft. Bronze survives only in ancient relics, ceremonial pieces, or in the poorer lands of the south, where old methods and scarce iron sometimes still hold sway.
Most common soldiers fight in quilted gambesons, leather jerkins, mail shirts, or simple helmets of iron and steel. Wealthier men-at-arms and household guards wear brigandines, scale, or coats of plates, while the richest knights and nobles may possess full harnesses of plate, crafted to fit the wearer precisely. Such armour is costly beyond the means of most and is most often seen in the great houses of Solamir, among the princes of Calimoore, or in the courts of the richer realms.
Weapons differ from land to land. The knights of Solamir favour longswords, lances, maces, and heavy shields. The hard-riding folk of Atlar prefer spear, axe, and round shield, while the warriors of Hiro are renowned for curved blades, lamellar armour, and great skill with the bow. In Malterra, bronze, chitin, and lacquered armour are still seen beside steel, especially in the service of the southern dragon-lords.
Siegecraft is well known across Athera. Great castles and walled cities are defended by mangonels, trebuchets, and ballistae. The ballista, capable of hurling massive bolts across a battlefield or into the walls of a fortress, is especially prized by wealthy lords and cities. Such engines are expensive to build and maintain, and few beyond the richest realms can field them in number.
Ornamentation is highly prized, especially among nobles. Arms and armour are not merely tools of war but symbols of lineage, office, and honour. Shields bear the colours and devices of noble houses, helms may be crowned with plumes or crests, and fine suits of armour are often etched, gilded, or inlaid. Paint, enamel, silvering, and the blueing of steel are all used to add colour and splendour. In the courts of Solamir, a knight's armour may proclaim his house before he has spoken a single word.
The greatest smiths are found among the dwarves of Moredun, Grakklnor, and Thargrim. Dwarven-forged mail and blades are famed throughout the world for their balance, strength, and beauty, and many noble houses count an heirloom dwarf-made sword among their most treasured possessions.
Rarest of all is Endurium, the legendary pale metal first discovered and wrought by the dwarves deep beneath the mountains. Lighter than steel yet stronger, Endurium can be fashioned into mail finer than silk, blades keen beyond compare, and armour that grants great protection without burdening the wearer. It shines with a faint silver-grey lustre unlike any common metal and does not rust or tarnish with age.
Endurium is vanishingly rare. The richest veins were said to have lain deep beneath Moredun, though many believe they have long since been exhausted or lost. What Endurium remains is found mostly in ancient relics: a king's mail, an ancestral sword, a circlet worn by a forgotten prince. Such treasures are seldom bought or sold. Instead they pass from one generation to the next, guarded jealously by the great houses and ancient dwarf-clans of Athera.
Food & Drink
Food in Solamir varies greatly between the halls of nobles and the cottages of peasants, yet nearly every meal is built upon the same simple staples: bread, porridge, ale, onions, beans, and whatever meat or vegetables can be found in season.
For the common folk, dark rye bread, oat porridge, cheese, onions, turnips, cabbage, beans, and salted pork are everyday fare. In poorer villages, a family's supper is often little more than a pot of vegetable broth thickened with barley or oats. Along the coast and beside rivers, fish is common, while in the forests and marches rabbit, pigeon, and game birds often supplement the table.
One of the best-known foods of the cities is the famous "potluck stew" of Solanith. Throughout the poorer districts stand pot-shops, where a great cauldron hangs above the fire from dawn until dusk. Patrons bring whatever they can spare - a handful of beans, a turnip, a scrap of bacon, a rabbit, even a crust of stale bread - and the cook adds it to the communal pot. The result is never quite the same twice, but it is hot, filling, and cheap, and many a labourer or traveller lives upon it.
In the countryside, stews remain the heart of Solamirian cooking. Thick root stews of turnip, carrot, onion, cabbage, and potato are especially common in winter. Meat is prized when it can be had, though for many families it appears only rarely. Salted pork, bacon, sausages, and smoked fish are the most common meats, while fresh beef or venison are luxuries reserved for feast days.
Among the nobility, the table becomes a display of wealth and status. Great feasts are marked by multiple courses, exotic spices, and elaborate dishes intended as much to impress as to nourish. Roast swan, stuffed with mushrooms, herbs, and oysters, is a favourite of the high nobility, while peacock, re-dressed in its brilliant feathers after roasting, is served at weddings, tournaments, and royal banquets. Venison, boar, pheasant, and goose are all esteemed dishes, often accompanied by rich gravies, sweet sauces, and imported fruits.
The nobles of Calimoore are particularly known for fine seafood, oysters, crab, and river trout, while the colder lands of Solvalore and Hivernia favour smoked meats, thick soups, black bread, and heavy ale. In the southern duchies, spices and citrus from Malterra sometimes appear upon noble tables, though such luxuries are costly.
Drink is as important as food. Ale is the common drink of the realm, safer than water in many towns and villages and consumed by rich and poor alike. Small beer is drunk daily, even by children, while stronger ales and dark stouts are common in taverns and feast halls. Wine is favoured by the nobility, especially the red vintages of Calimoore and the pale white wines produced upon noble estates.
Mead remains popular in the marches and among the more old-fashioned houses, particularly in Atlar and the frontier duchies. Cider is common in the orchards of the west, while mulled wine, warmed with spices and honey, is a favourite during winter feasts.
Hospitality is considered a sacred duty throughout Solamir. To offer a guest bread, salt, and a cup of ale is to place them under the protection of one's roof, if only for a night. To betray such hospitality is considered shameful in the eyes of both men and the Eternals.
Dukes
In Solamir, the great duchies are ruled by dukes, who stand immediately beneath the king in rank and authority. Each duke governs one of the ancient regions of the kingdom in the king's name, collecting taxes, administering justice, raising levies, and maintaining the peace within his lands.
Though a duke's authority within his own duchy is immense, he is not an independent ruler. Every duke owes fealty to the Crown and is bound by oath to provide men, coin, and counsel when called upon. In times of war, the dukes muster the knights, men-at-arms, and levies of their duchies beneath their own banners, though supreme command of the realm's armies rests with the Crown and, by custom, with the Lord Constable and the High Marshal.
The duchies of Solamir are ancient, and most are held by families whose rule stretches back centuries. Titles and lands generally pass by inheritance, most often to the duke's eldest legitimate son, though the customs of succession vary from duchy to duchy. In Solend, for instance, the eldest child may inherit regardless of gender, a custom rare elsewhere in the kingdom.
The great duchies of Solamir are:
- Solarion: the northern half of the royal heartland, a land of broad fields, horse-breeders, market villages, and watchful keeps guarding the roads to the capital.
- Solvaren: the rich and populous lands surrounding Solanith. Sheltered within the king's peace and enriched by the great roads and rivers of the realm, Solvaren is famed for its fertile fields, prosperous towns, and ancient noble estates.
- Solvalore: guardian of the eastern marches. Its lords defend the forests, hills, and roads leading toward the wild lands beyond, and its people are known for their hardiness and martial traditions.
- Solathar: a stern land of wooded hills, old keeps, and proud houses whose loyalties are ancient and whose quarrels are older still.
- Solend: which watches the southern roads and the approaches from Malterra. Its lords are famed for their vigilance, and its people for their toughness and independence.
- Medhurst: a prosperous land of orchards, market roads, vineyards, and gentle hills. Merchants and lesser nobles alike flourish there.
- Pleffer: a colder and more rugged land of moors, forests, and hardy folk, whose ancient loyalties to Crown and kingdom are much admired.
- Hivernia: remote and forested, where winter bites hard and scattered keeps stand watch against raiders, beasts, and the dangers of the wild north.
- Calimoore: the Land of the Rose, famed for its ports, vineyards, fertile valleys, and the princely city of Solan Ros. Its nobles are among the wealthiest and most courtly in the kingdom.
Some duchies are further divided into counties, baronies, and marches ruled by lesser nobles, but the duke remains the king's foremost representative within his lands. In many regions, the duke's castle is not only the center of government and justice, but also the rallying place for the banners of the duchy in times of war.
Knighthood
In Solamir, knighthood is both a martial calling and a mark of social standing. Though most knights are born to noble or gentle families, noble birth alone does not make a knight. A man must possess the skill, discipline, and means to fight as one. Horses, armour, weapons, retainers, and the training of years are costly, and many lesser sons or impoverished nobles spend much of their lives striving to attain them.
Boys destined for knighthood are commonly fostered from the age of seven or eight in another noble household, where they begin as pages. There they learn courtesy, horsemanship, heraldry, letters, religion, and the customs of noble society. In their early teens they become squires, serving an older knight in battle and tournament, caring for his arms and horse, and learning the arts of war firsthand.
A squire may be knighted once he has reached his sixteenth year and proven himself worthy, though many are older before they receive their spurs. Some lack the means to equip themselves, while others fail to distinguish themselves in battle or remain in service to a lord for many years. A man who reaches middle age still a squire is often pitied, though not always dishonoured.
Knighthood in Solamir is not wholly reserved to the nobility. On rare occasions, a common-born man of extraordinary courage or martial skill may be knighted for service in war. Such men are uncommon and seldom wholly accepted by the old nobility, yet their elevation is recognised in law and custom.
There are also landless knights, sometimes called wandering knights or free lances. These men possess the title and rights of knighthood, but no lands, lordship, or permanent household of their own. Some travel from castle to castle seeking employment, entering the service of a lord for a season or a campaign before moving on. Others take service in the frontier duchies, guard caravans, escort pilgrims, or compete in tournaments in the hope of winning coin and reputation.
Unlike sworn household knights, a wandering knight owes no lasting fealty beyond the oaths he has freely given. Such men are common in the marches of Solvalore and Solend, where danger is frequent and experienced swords are always needed.
A knight is expected to uphold the virtues of courage, loyalty, honour, courtesy, and piety. Though many fall short of such ideals, the image of the true knight remains powerful throughout Solamir. Knights are expected to defend the weak, obey their lawful lord, keep their sworn word, and conduct themselves with dignity. To break these expectations is not merely shameful, but dishonourable.
Because knighthood is regarded as a sacred charge as well as a worldly one, the making of a knight is traditionally accompanied by religious observance. The ceremony is most often dedicated to Kyte, patron of warriors, oaths, and righteous defence, though in some regions prayers may also be offered to Liteon.
On the night before he is knighted, the squire commonly keeps a vigil in a sept, temple, or chapel, spending the hours in prayer and contemplation. At dawn he bathes, dons a plain white tunic or cloak to symbolize purity, and appears before his lord, family, and witnesses.
The priest of Kyte blesses the candidate and anoints his brow or hands with sacred oil. The lord or knight performing the ceremony then touches the squire lightly upon each shoulder with the flat of a sword and bids him rise. The new knight swears his oath before the Eternals, promising to serve faithfully, defend the innocent, honour his liege, and bear himself with courage and dignity. Only then is he girded with sword and spurs and recognised as a true knight.
To strip a knight of his sword, spurs, and heraldic arms is among the gravest punishments in Solamir. Such a man is said to be attainted or broken, and may never again lawfully call himself a knight.
Heraldry
Heraldry is of great importance in Solamir. More than simple decoration, a coat of arms proclaims a person's lineage, loyalties, titles, and rights. Upon the battlefield, in tournaments, and at court, a knight may be known by his banner before ever his face is seen.
Every noble house, knightly family, duchy, and recognised order possesses its own heraldic device. These arms are borne upon shields, surcoats, banners, seals, horse trappings, signet rings, and even the walls and furnishings of a noble household. By long custom, a knight bears but a single coat of arms: his own, or that of the house to which he owes fealty.
Heraldry in Solamir is governed by the College of Heralds, a royal body charged with recording lineages, granting new arms, and settling disputes of rank and inheritance. No man may lawfully assume noble arms without the consent of the College, and to falsely bear the sigil of another house is considered both dishonourable and, in times of war, a grave crime.
The right to bear heraldic arms belongs only to the nobility, to knights, and to those granted such honour by the Crown. Lesser folk may display badges, trade marks, or simple personal devices, but they may not lawfully bear a true coat of arms.
Heraldic customs are strict. A noble heir commonly bears a differenced version of his father's arms until he inherits, while younger sons, daughters, and cadet branches often employ marks or variations to distinguish themselves. Bastard-born children recognised by their noble parent are sometimes permitted to bear a modified version of the family arms, marked with a bend, border, or other sign of their birth.
Certain knightly and religious orders set aside personal heraldry in favour of the symbols of the order. The most famous are the Templars of Kyte. Upon taking their vows, a knight of the order surrenders the right to display his personal arms in public and instead bears the white shield of the Templars, marked with Kyte's sacred sigil. This signifies that his loyalty belongs first to the order, the Eternal, and the defence of the realm.
Other orders follow similar customs. The wardens of the eastern marches may wear the colours of Solvalore, while royal officers often bear the crowned sun of the king. Yet even then, among family and close companions, a knight seldom forgets the arms beneath the shield he now bears.
Tournaments
Tournaments are among the grandest spectacles in Solamir, celebrated in nearly every duchy save perhaps the harshest frontier lands, where war and hardship leave little room for such display. They are more than mere sport. A tournament is an opportunity for a knight to win renown, for a young squire to prove himself, for noble houses to display their power, and for rivalries, friendships, and courtships to unfold before the eyes of the realm.
The greatest tournaments are held in the richer duchies, especially in Calimoore, Solvaren, and at the royal court in Solanith. There the customs of chivalry are most elaborate, and entry is often limited to knights, noble-born squires, and men whose lineage or service has earned them the right to compete. In the harder lands of Solvalore and Solend, tournaments are rougher and more practical. Any mounted warrior of sufficient reputation may be permitted to enter, whether knight, squire, mercenary, or wandering free lance.
No man may compete beneath false heraldry. Every participant must bear his own lawful arms or those of the house or lord he serves. Those without the right to a coat of arms often compete beneath a plain shield, a simple badge, or a device granted for the occasion by the College of Heralds.
Several forms of contest are traditionally held:
- The Lists: the formal joust, in which two mounted knights meet with lance and shield. Each seeks to unhorse the other in a series of passes. In most tournaments three passes are fought, though some continue until one knight falls or yields. To continue on foot after being unhorsed is permitted in some duchies and is often admired as a sign of courage or determination.
- The Grand Melee: a sprawling contest fought with blunted weapons across an open field. Knights, squires, and men-at-arms battle until only one remains standing, or until one side is driven from the ground. Temporary alliances are common, though they seldom last long once victory seems within reach.
- The Contest of Banners: a team contest in which companies of knights fight together beneath the colours of their house, duchy, or sworn lord. Some tournaments pit one noble house against another, while others draw lots and create new companies for the day. The most famous version is the Contest of Nine Banners, held at great royal tournaments, where teams representing the nine duchies and the Crown compete for honour.
- The Trial of Arms: a series of contests intended to test every aspect of martial skill. Swordplay, archery, horsemanship, wrestling, spear-throwing, and feats of strength may all form part of the trial. Such events are especially popular among squires, pages, and younger sons who have not yet earned their spurs.
- The Bridge of Honour: an older and more ceremonial contest, common in Calimoore and at court. A small band of knights is chosen to defend a bridge, hill, gate, or pavilion against all challengers. The defenders remain until all are defeated or until they have driven away every foe. Similar contests may be fought in the name of a lady, a duchy, or one of the Eternals.
Tournaments are occasions of enormous splendour. Knights appear in their finest armour and richest surcoats, while their horses are draped in embroidered cloth bearing the colours and sigils of their house. Helms may be adorned with plumes, antlers, wings, or gilded crests. Shields are repainted, cloaks are sewn with silk and velvet, and even lances are often painted, gilded, or wrapped in ribbons.
Ladies of noble birth play an important role in the spectacle. A lady may grant her favour to a knight before the Lists, tying a ribbon to his lance or placing a token upon his arm. At the close of the tournament, the victor is often crowned before the assembled court by the most noble lady present.
Though tournaments are intended as sport, they are not without danger. Broken bones, crushed limbs, and even death are not unknown, especially in the Grand Melee. To deliberately slay an opponent is considered a grave dishonour unless the contest has first been declared a lawful duel or a trial before the Crown.
Hospitality and Guest Right
Throughout Solamir, hospitality is regarded as both a sacred duty and a mark of honour. A traveller who comes peacefully to a hall, cottage, monastery, or castle may expect at least a place by the fire, a cup of ale, and a crust of bread. To refuse all hospitality to a stranger in need is widely considered shameful, particularly in the harsher duchies where a man may perish from cold, hunger, or wolves before morning.
More solemn still is the ancient custom of guest right. When a host offers bread and salt to a guest, and the guest accepts, both are bound by a sacred obligation before the Eternals. So long as the guest remains beneath that roof, neither host nor guest may raise hand, blade, or poison against the other.
Guest right is most often sealed by the sharing of bread and salt, though in poorer homes it may be marked simply by a shared cup of ale or the breaking of a loaf. Among the nobility, the custom is more formal. A servant presents a trencher of bread and a small dish of salt, and both host and guest must partake before witnesses.
Once guest right has been given, the host is bound to provide reasonable shelter, food, and protection. In turn, the guest is expected to behave honourably, obey the customs of the house, and offer no insult, theft, or violence beneath the host's roof. A guest who violates these duties is said to have broken his welcome and may be cast out without dishonour to the host.
The protection of guest right commonly lasts until dawn of the following day, though among nobles and great houses it often endures for as long as the guest remains beneath the host's roof. When a guest departs, the protection is considered ended once he has ridden beyond the lands of his host or until sunset of that day, whichever comes first.
Guest right is held most sacred in the frontier duchies of Solvalore, Solend, and Hivernia, where lonely keeps and scattered villages may stand many days apart. There, even enemies may share a night's shelter beneath the same roof, though they may take up arms against one another again at sunrise.
To violate guest right is considered among the vilest of sins and crimes. A host who murders or betrays a guest beneath his roof is said to be cursed in the eyes of both men and the Eternals. Likewise, a guest who harms his host is considered oathless and dishonoured. Such acts stain not only the guilty party, but often their entire house, and are remembered for generations.
Priests of Kyte and Liteon teach that no oath is more ancient than that between host and guest. In many halls, the words still spoken before bread and salt are shared are:
"By bread and salt, beneath this roof, no harm shall pass between us."
Oaths and Fealty
In Solamir, no bond is held more sacred than an oath freely sworn. The kingdom itself rests upon a chain of fealty stretching from peasant to lord, from lord to duke, and from duke to king. A man's word is believed to bind not only his honour, but his very soul, and to break a sworn oath is among the gravest disgraces imaginable.
Fealty is most often sworn when a vassal receives land, title, office, or protection from a greater lord. Knights swear to their liege, barons to their duke, and dukes to the Crown. Such oaths may also be sworn between military orders, between foster-families, or in times of alliance and peace.
The ceremony is formal and deeply symbolic. Before witnesses, the man swearing fealty kneels bareheaded before his lord. He places his hands between those of the one he serves, a gesture known as yielding hands, signifying that he places his strength and loyalty in his lord's keeping.
The lord then asks whether the man comes freely and of his own will. Only once this is affirmed does the oath proceed, for a vow given under force is held to be weak in the eyes of both men and the Eternals.
The sworn man then speaks the words of fealty, most often some variation of:
"I become your man. I swear to serve you faithfully, to keep your counsel, to defend your lands and honour, and to obey your lawful commands, so long as you keep faith with me."
The lord in turn gives his own promise:
“And I swear to protect you, to deal justly with you, and to uphold your rights and honour, so long as you serve me faithfully.”
Once the words are spoken, the oath is sealed. In some regions this is done with the kiss of peace upon the brow or cheek. Elsewhere the lord places a sword upon the vassal's shoulder, offers him bread and wine, or gives him some token of his new station, such as a ring, banner, spurs, or a handful of earth from the lands he is to hold.
The most solemn oaths are sworn before the altars of Kyte and Liteon, for both are held to watch over vows, truth, and rightful authority. Priests often attend the ceremony, blessing the oath and calling upon the Eternals to witness it.
Fealty is not blind obedience. By ancient custom, a lord is owed loyalty only so long as he rules justly and honours his own obligations. A lord who becomes cruel, lawless, or oathbreaking may be judged to have forfeited the loyalty of those beneath him, though such matters are dangerous and often lead to rebellion or civil war.
To break a sworn oath without just cause is a stain that few can wash away. An oathbreaker is shunned, mistrusted, and spoken of with contempt. Knights who break their vows may be stripped of their spurs and arms. Lords who betray their sworn men may find themselves abandoned, condemned by the temples, or remembered forever as dishonourable.
Certain oaths are considered greater than all others. The oath to the Crown stands above every lesser loyalty, and all nobles of Solamir are ultimately sworn to the king. Likewise, the vows of the Templars of Kyte and other holy orders are considered binding for life, superseding even family and house.
Among the common folk there is an old saying:
"Steel may break and stone may crumble, but a sworn word endures."
Funerals and Mourning
In Solamir, death is treated with solemn dignity. The dead are believed to pass from the mortal world into the judgement of Vorundex, and so the rites of burial are intended not only to honour the dead, but to prepare the soul for its final journey.
Most Solamirians are buried in consecrated ground beneath the care of the temples. Common folk are usually laid to rest in simple graves marked by a wooden cross, a carved stone, or a small cairn of fieldstones. In villages and lonely farmsteads, it is common for families to be buried together in a small plot near a local shrine or beneath the shade of an ancient tree.
The nobility bury their dead with greater ceremony. Lords, ladies, and knights are commonly interred within crypts beneath temples, family chapels, or the halls of their ancestors. In the older duchies, especially Calimoore and Solvaren, noble families often maintain ancient vaults where the dead of many generations lie side by side beneath carved effigies of stone.
In the harsher and more martial duchies, cairns and barrows are more common. The lords of Solvalore, Pleffer, and Hivernia are often buried beneath stone cairns raised upon lonely hills or beneath great mounds ringed with standing stones. Fallen warriors may have their sword, shield, or helm laid beside them beneath the cairn.
Knights are usually buried in armour or with their sword laid across their breast. A knight's shield may be hung above his tomb, and his spurs are often buried with him. Great lords are sometimes entombed with their banner, seal ring, or a handful of earth from the lands they ruled.
Priests of Liteon and Kyte commonly preside over funerals, though the rites are ultimately offered to Vorundex, who alone judges the soul. The body is washed, dressed, and laid out for a vigil, usually lasting a night and a day. Friends and kin come to pay their respects, offer prayers, and share memories of the dead.
During the vigil, candles are kept burning and the dead are never left alone. It is believed that to abandon a body before burial is disrespectful and invites ill fortune. Among common folk, a bowl of salt and a single coin are sometimes placed beside the body: the salt to ward against evil, and the coin as a final token for the soul's journey.
Funeral processions are common among the nobility. The dead are carried upon a bier draped in the colours of their house. Mourners follow behind, often in silence, while bells toll or prayers are spoken. If the dead was a knight or lord, his horse may be led riderless behind the bier, bearing his shield and reversed banner.
Mourning customs vary by rank and region. Black is the most common colour of mourning throughout Solamir, though grey and white are also worn in some duchies. Widows often wear black for a year and a day. Close kin may wear mourning colours for half a year, while the death of a king or great lord may place an entire duchy in mourning.
In Calimoore, mourners traditionally wear black and silver, while in Hivernia and the colder north, white cloaks or white ribbons are sometimes worn to symbolize the passing of the dead into winter and silence.
After the burial, it is customary for the family and close friends of the deceased to share a funeral meal. Bread, ale, and the favourite foods of the dead are often served. Among the nobility, this may become a grand feast in honour of the departed, accompanied by prayers, ballads, and the recounting of their deeds.
There is an old saying in Solamir:
"The dead are not forgotten while their name is still spoken."
Manners and Etiquette
In Solamir, manners are more than simple politeness. They are the outward signs of respect, breeding, and station. To know the proper forms of address, when to bow, where to sit, and when to speak is considered essential for any noble, courtier, knight, or well-brought-up commoner.
Rank governs nearly every social encounter. Nobles are expected to be addressed by their proper titles, and to do otherwise may be taken as disrespect or deliberate insult. A duke is addressed as “Your Grace,” a count as “My Lord,” and a knight as "Sir" or "Dame" followed by their name. Noblewomen are addressed as "My Lady," while priests are commonly called "Father," "Mother," or "Reverend," depending upon their order.
When first greeting a person of higher rank, it is customary to bow the head or bend the knee. Men usually bow from the waist, while women curtsey. Before the king, queen, or a prince of the blood, a deeper bow or full kneeling is expected. Knights commonly kneel upon one knee before their liege or sovereign, while commoners often remove their cap and lower their gaze.
To remain covered in the presence of a superior is considered rude unless one is a crowned ruler, a priest in ceremony, or a knight in full armour. Likewise, men entering a noble hall commonly remove their gloves and sword belt if invited to dine, symbolizing that they come in peace.
Seating at table is governed strictly by rank. The highest-born sit nearest the lord or lady of the house, while lesser guests sit farther down the hall. To take a place above one's station is a serious breach of etiquette. In great halls, the lord and his family dine at the high table, raised above the others upon a dais.
Guests are not expected to begin eating or drinking until the host has done so. It is customary to wait for the blessing, often spoken in the name of Liteon, Aelora, or whichever Eternal is most honoured by the house.
Courtesy between men and women is highly valued among the nobility. A knight or gentleman is expected to stand when a lady enters, offer his arm when escorting her, and speak to her with proper respect. To insult a noblewoman publicly is considered deeply dishonourable, and may provoke a challenge or feud.
Public displays of anger, drunkenness, or coarse language are considered shameful among the upper classes, though such behaviour is more tolerated in taverns, camps, and among soldiers. Even there, however, a man who cannot hold his tongue is seldom thought well of.
The exchange of small courtesies is an important part of daily life. One should thank a host for food and shelter, rise when an elder enters the room, and offer one's seat to a superior. It is considered especially rude to interrupt another while he speaks, to boast excessively of one's own deeds, or to openly contradict one's host beneath his own roof.
Letters and formal speech are expected to follow precise forms. A nobleman writing to his superior begins with titles and respectful greetings, while inferiors are expected to speak modestly and with humility. A careless word, an insult poorly hidden, or a forgotten title may give offence that is remembered long after the conversation itself is forgotten.
Manners differ somewhat from duchy to duchy. The courtly nobles of Calimoore and Solvaren place great importance upon elegance, poetry, and refined speech. In Solvalore and Solend, manners are plainer and more direct, though no less valued. A frontier lord may care less for perfect words than for courage, honesty, and whether a man keeps his oath.
Among the common folk there is an old saying:
"Courtesy costs nothing, but wins more than silver."
Festivals and Holy Days
The people of Solamir mark the passing of the year not only by its months, but by a handful of sacred feast days that stand between the seasons. On these days work often ceases, bells are rung, temples are filled, and even the poorest villages attempt some measure of celebration.
The year ends with Ulticar, observed between Ormz and Liton. Ulticar is a solemn day devoted to remembrance, judgement, and the turning of the year. Families visit the graves of their dead, candles are lit in windows through the night, and priests speak of Vorundex, who weighs the souls of the departed. Most Solamirians spend the day quietly with family, and it is considered unlucky to begin any great undertaking upon Ulticar.
The following day is Primaris, the first and most joyful feast of the year. Dedicated to Anu, Nara, and Liteon, it is a day of fresh beginnings and good fortune. Houses are decorated with evergreen boughs and candles, children are given small gifts, and great feasts are held in castles, villages, and towns alike. In many places bonfires are lit at sunset, and it is said that to greet the new year beside a flame ensures good fortune.
Between Mortis and Zephyr falls Omenfall, observed only in leap years. Dedicated to Zephyra, it is a strange and unsettling day, given over to prophecy, fortune-telling, and signs. Dreams dreamt upon Omenfall are said to carry meaning, and many avoid travel or important decisions until the day has passed.
Spring is welcomed with Verdance, celebrated between Zephyr and Aelor. Sacred to Aelora, Verdance marks the first true blossoming of the year. Villages are decorated with flowers and greenery, young men and women dance around garlanded poles, and children weave crowns of blossoms. It is a favoured day for betrothals, weddings, and the blessing of fields and livestock.
Midsummer is marked by Ascendance, held between Faeron and Kyros. It is the great feast of summer, associated with Kyte, Vragmir, and in some harsher regions even Belial. Tournaments, contests of strength, and military musters are often held upon this day. Bonfires burn through the night, and in many duchies young warriors leap the flames for luck and courage.
Autumn brings Goldwane, observed between Belor and Russen. It is the feast of harvest and plenty, honouring Faerion, Russa, Ormaz, and Seyth. Tables are laden with bread, apples, nuts, cheese, roast meats, and the last fruits of the year. Markets and fairs are held across the kingdom, and it is considered the luckiest day of the year to strike a bargain or ask for a blessing upon one's home.
Beyond these great feast days, each duchy and village keeps its own local traditions. The nobles of Calimoore hold splendid midsummer revels and masquerades, while the harsher folk of Hivernia gather around great winter fires on Ulticar and speak the names of their dead. In the eastern marches of Solvalore, Ascendance is often marked by archery contests and mock battles rather than dancing and feasting.
There is an old saying throughout Solamir:
"As the feast days pass, so turns the wheel of the year."
