Rystil Arden said:
Even the Patriae Sicarii must answer to the Cucullus Umbra, the shadowy leader of the Praes Thanatos. The position is inherited in a remarkably strange way: Every generation in which the old Cucullus Umbra has grown old, a physically perfect (or as close as possible) male gnome child is chosen as the next Cucullus Umbra, regardless of talent or interest in necromancy. In a shadowy ritual that involves the death of the old Cucullus Umbra, the child rises to the position, and he seems to inherit at least some shared memories from the previous Cucullus. In reality, the shadowy cowl of the Cucullus Umbra holds a dark secret: these children are no more than sacrifices to allow the milennia-old lich Thanatos, original founder of the Praes Thanatos, to escape the inconveniences of an undead body as he continues his research into the dark magics of the ancient elves.
Passed down from ancient orcish traditions, adapted through cooperation with the humans for so long, Eyrian nobility tend to be somewhat hedonistic and boisterous, particularly relishing debate, oratory, dueling, and watching gladiatorial matches. As the orcs of old solved their problems and debates largely through shouting, threats, and outright violence, so too do the Eyrians engage in similar though more refined methods of venting frustration, solving disputes, and expressing themselves. Public debate and oratory are common pasttimes of the nobility, which can sometimes become very heated especially amongst the orcish and half-orcish amongst the Pillars.
Senators and their ilk tend to earn reputations through a sharp wit or combat prowess, as most disputes and matters of honor amongst the nobility are solved through a formalized duel, usually right on the spot, but those who are keen of wit can back out of a duel by dismissing the accuser's case with a sharp rebuttal or a scathing rebuke that puts the accuser to shame, forcing him to back down.
When the challenge of a duel is accepted, the fight is brutal and fast, neither party allowed to use magic except for the most simple of magic arms and armor they may have with them, and then only if they own it personally. There must be witnesses, and at least one noble witness of neither contender's family to serve as official observer of the victory. Duels are never to the death, but a warrior cannot yield unless they are unable to effectively fight on. Severed limbs or the like must be replaced shortly afterward by the severer, by paying a priest to Regenerate the severee. In the event of accidental death, the slayer or his/her family must pay for the slain to be True Ressurected, or as near as they can afford.
The duels help the orc-blooded to maintain their civility by taking out their inherant aggression non-lethally on those who transgress upon them, while the humans less frequently instigate duels.
(this helps better explain away the orcish traits of the Player's Handbook at any rate)