Taverner's Guide - Vol II: The Central Kingdoms
Taverner's Guide - Vol II: The Central Kingdoms
"Where old blood meets older grudges"
By Harrick Taverner, Year 4,181 of the Cracked Crown
Overview & Geography
The Central Kingdoms occupy Aurelia's heartland—a patchwork of five semi-autonomous territories bound by the Treaty of Broken Crowns. This region is defined by rolling agricultural lands, fortified cities, deep historical grievances, and political maneuvering so complex it requires flowcharts.
Each kingdom maintains distinct identity, military forces, and internal governance while participating in the Grand Council—a quarterly assembly where leaders meet to coordinate on matters affecting all five kingdoms: trade disputes, shared defense, infrastructure projects, and the endless task of managing historical grievances.
The Treaty of Broken Crowns (signed after the War of Five Banners) established this system. The name refers to the symbolic breaking of each kingdom's crown and reforging them into the Council Crown—worn by no one, displayed in Greyhold's Grand Council Hall as a reminder that unity requires sacrifice of absolute sovereignty.
Geography: Rolling hills, river valleys, and productive farmland. Climate is temperate—hot summers, cold winters, reliable rainfall. The region lacks dramatic natural features but makes up for it with human drama.
The Five Kingdoms:
- Valshire - The breadbasket. Vast wheat fields, organized agriculture, claims moral and cultural superiority. Capital: Greyhold.
- Redmarch - Mountain kingdom rich in ore. Mining and metalwork define the culture. Blunt, practical, perpetually grumpy. Capital: Ironkeep.
- Thornhaven - The defensive specialists. Historically guarded the Central Kingdoms' borders. Suspicious, militaristic, excellent engineers. (Note: Different from the Thornwall Marches to the east!)
- Silverlake - Controls the great lake and fishing industry. Trade-oriented, cosmopolitan (by Central Kingdom standards), thinks it's sophisticated. Capital: Silverlake City.
- Oakenfeld - The forest kingdom. Timber, hunting, traditional ways. Aggressively rustic and proud of it. Capital: Timber's End.
Major Cities
Greyhold (Valshire)
Population: ~45,000
The de facto capital of the Central Kingdoms. Built around the Grand Council Hall, this city projects authority through imposing gray stone architecture. Political heart of the region.
What to See:
- The Grand Council Hall - Magnificent chamber where the Five Kingdoms meet quarterly. Public gallery open during sessions (free, but arrive early for seats). The ceiling frescoes depicting the Treaty signing are worth the visit alone.
- The Treaty Museum - Houses the original Treaty of Broken Crowns (protected under enchanted glass), historical documents, and fascinating exhibits on diplomatic failures that nearly reignited wars. 3 silver admission.
- Monument Row - Half-mile avenue lined with statues commissioned by different kingdoms. Each tried to outdo the others, resulting in hilariously varying artistic styles. Bring a sense of humor.
- The Archives of Accord - Research library open to scholars and curious visitors. Contains genealogical records proving (or disproving) noble lineages. 1 silver day pass.
Where to Stay:
- The Diplomat's Rest - Where actual diplomats, merchants, and political players stay. Discrete staff who've mastered the art of hearing nothing. Rooms are soundproofed, beds are heavenly, breakfast includes five-kingdom sampling menu. 4 gold/night. Worth it if conducting business.
- The Grey Swan - Comfortable mid-range option near the market district. Clean, professional, no frills. Staff can arrange tours and provide excellent local recommendations. 2 gold/night.
- The Council's Shadow - Budget tavern with rooms above. Walls are thin, clientele is rowdy, but it's clean and the tavern serves decent food. Popular with junior clerks and students. 8 silver/night.
- The Scribe's Quarters - Boarding house for long-term residents. Monthly rates available. Spartan but honest. 5 silver/night.
Where to Eat:
- The Accord Table - High-end establishment where deals are sealed over multi-course meals. Each course represents a different kingdom's cuisine. Expensive but impressive. Reservations required.
- The Parliamentary Pie House - Local favorite serving hearty meat pies, thick soups, and dark bread. The "Councillor's Combo" feeds two. Moderate prices, reliable quality.
- The Debating Chamber - Tavern where political students and junior officials argue over ale and stew. Lively atmosphere, cheap prices, surprisingly good food. Try the "Filibuster Stew" - it goes on forever but you'll enjoy every minute.
- Five Kingdoms Market - Food stalls representing each kingdom's specialties. Excellent for sampling regional differences. Cheap, authentic, crowded at lunch.
Taverner's Notes: Greyhold rewards preparation and research. Before visiting, learn the basics: which kingdom controls what, the major historical conflicts, current political tensions. Locals will test your knowledge through casual conversation—it's not hostile, just their way of determining if you're worth taking seriously. Dress matters here more than anywhere except Port Kalidor. Business formal for official buildings, smart casual elsewhere. The city feels bureaucratic because it IS bureaucratic, but there's an odd charm to watching centuries-old political machinery grind along smoothly. Best time to visit: During Council sessions (quarterly) or Treaty Day. Worst time: Never, really, unless you hate politics.
Ironkeep (Redmarch)
Population: ~38,000
Mountain-terrace city famous for Redmarch Steel and metalwork. All function over form. Runs on forge rhythms with three daily shift bells. People are blunt, value competence over charm.
What to See:
- The Master Forge - Watch legendary blacksmiths create Redmarch Steel using techniques passed down for generations. The heat, the rhythm, the precision—it's mesmerizing. Tours at dawn, midday, and dusk (5 silver). Worth every copper. You might even commission a piece if you can afford it.
- The Mining Museum - Three floors documenting Redmarch's mining history, ore geology, and safety innovations. Sounds dry, but it's fascinating. The reconstructed mine shaft lets you experience (safely) what miners face daily. 2 silver admission.
- Steelmarket Plaza - Open-air market where independent smiths sell their work. Everything from masterwork swords to decorative ironwork to practical tools. Prices are fair, quality is exceptional. Negotiate respectfully—these artisans know their worth.
- The Foundry Bells - Three massive bells that coordinate shift changes across the city. Ring at dawn, noon, and dusk. The sound reverberates through the mountains—quite moving if you're sentimental about industrial coordination.
Where to Stay:
- The Forgemaster's Lodge - Upscale by Ironkeep standards (which means clean and quiet, not luxurious). Catering to merchants and master craftsmen. Solid beds, thick walls, excellent breakfast featuring local sausages and eggs. 2 gold/night.
- The Anvil & Hammer - Worker's inn that's clean, no-nonsense, and honest. Breakfast is massive—you'll need it after early forge noise wakes you. Staff are helpful if you ask direct questions. 15 silver/night.
- The Steel Rest - Budget option near the lower terraces. Basic but acceptable. Thin walls mean you'll hear your neighbors, but everyone's too tired to be loud. 8 silver/night.
Where to Eat:
- The Molten Hearth - Best food in Ironkeep. Roasted meats, root vegetables, and the famous "Smelter's Stew" that could sustain you through a week of hard labor. Moderate prices, generous portions. Popular with master craftsmen.
- The Bellringer's Table - Worker's canteen serving straightforward, filling meals. Meat pies that could double as weapons. Strong tea. Cheap and cheerful. Closes after dinner shift.
- The Iron Tankard - Tavern known for its beer selection and heated political discussions about ore quality and forging techniques. Food is secondary but decent. Go for the atmosphere.
Taverner's Notes: Ironkeep is refreshingly straightforward after Greyhold's political complexities. People say what they mean, value what they produce, and respect demonstrated skill over inherited titles. Don't try to schmooze—it won't work and might backfire. Instead, show genuine interest in their craft, ask intelligent questions, and prove you're not wasting their time. If commissioning metalwork, understand that quality takes time. Rushing an artisan is the fastest way to earn contempt. The local beer is stronger than you expect—pace yourself. Bring earplugs for the morning forge bells unless you enjoy being startled awake at dawn. The meat pies really are excellent. Best time to visit: Anytime except deep winter when mountain roads close. The Spring Forging Festival (Thirdmoon) showcases competition pieces—worth seeing if you appreciate metalwork.
Silverlake City (Silverlake)
Population: ~32,000
Built around the stunning Lake Argentis ("silver water" in the old tongue), this city combines fishing traditions with sophisticated trade culture. Silverlake residents pride themselves on being more cosmopolitan than their inland neighbors, mainly because they actually interact with foreign merchants regularly.
What to See:
- The Lake Promenade - Waterfront walk with excellent views. Street performers, artists, and overpriced but charming cafés.
- The Fish Market - Morning spectacle as boats bring in fresh catches. Loud, smelly, fascinating. Best visited early.
- The Merchant's Guild Hall - Impressive building showcasing Silverlake's wealth. Tours available (1 silver, includes wine tasting).
Where to Stay: The Silver Mirror (3 gold, lakefront), The Fisherman's Friend (12 silver, honest & clean), Lake View Rooms (18 silver, exactly as described)
Where to Eat: The catch is exceptional here. Try any restaurant serving lake fish—you can't go wrong. The Silvered Plate (upscale), Marina's Catch (local favorite), The Dock House (budget-friendly).
Taverner's Notes: Silverlake thinks highly of itself and will remind you frequently. Nod politely. The fish really is excellent, and the lakefront sunsets are genuinely beautiful. This is the most relaxed of the Central Kingdom cities—enjoy it.
Timber's End (Oakenfeld)
Population: ~18,000
Oakenfeld's main settlement, deep in ancient forests that provide lumber for half of Aurelia. The people are fiercely proud of their rustic lifestyle and deeply suspicious of anyone who thinks cities are "civilized." They have a point—there's something honest about a place where people still know how to fell trees and track game.
What to See:
- The Ancient Grove - Sacred forest where the oldest oaks stand. Locals will guide you (respectfully) through. Genuinely awe-inspiring.
- The Sawmill Quarter - Watch master woodworkers transform logs into furniture and timber. The skill is impressive.
- The Hunter's Museum - Trophy room and survival skill demonstrations. Interesting if you like that sort of thing.
Where to Stay: The Woodsman's Lodge (10 silver, rustic but comfortable), The Forest Rest (6 silver, very basic). Don't expect luxury—expect authenticity.
Where to Eat: Game meat, forest mushrooms, hearty stews. The Bear & Barrel serves excellent venison. Portions are huge.
Taverner's Notes: Don't mock the rustic lifestyle or suggest they're backwards. They chose this life deliberately and excel at it. Show respect for their skills and you'll be welcomed. The Ancient Grove is worth the visit alone.
Cultural Notes
Treaty Day Celebrations
When: Sixth day of Sixmoon
Commemorates the Treaty of Broken Crowns signing 1,200 years ago. Each kingdom hosts celebrations, but Greyhold's is the grandest—historical reenactments, parades featuring each kingdom's military (very competitive), traditional foods, and the ceremonial re-signing by current leaders.
The speeches about unity are lengthy and delivered with varying sincerity. Drinking games based on spotting political subtext are popular among students. The evening feast is genuinely impressive—each kingdom contributes signature dishes.
The Spring Forging Festival
When: Full Aurethiel of Thirdmoon
Ironkeep's signature event. Master smiths compete to create the finest pieces—weapons, tools, decorative work. The competitions run for three days, judged by a panel of legendary craftsmen. Winners earn prestige that lasts generations.
Don't miss the final evening display where completed pieces are showcased by torchlight. The craftsmanship will humble you.
Kingdom Stereotypes & Rivalries
Every kingdom has opinions about the others, expressed constantly but rarely escalating beyond verbal sparring:
- Valshire thinks everyone else lacks culture and proper governance
- Redmarch considers everyone else soft and impractical
- Thornhaven thinks everyone else is dangerously naive about threats
- Silverlake believes everyone else is provincial and unsophisticated
- Oakenfeld thinks everyone else has lost touch with real life
These opinions are half-serious, expressed with humor but genuine feeling. Don't take sides unless you're settling permanently. The rivalries make trade negotiations entertaining to observe.
Local Customs & Etiquette
- Learn basic history before arriving. Locals will quiz you casually—it's how they determine if you're worth their time.
- Never disparage another kingdom within hearing of its citizens. Locals can mock each other; you cannot.
- Political discussions are considered intellectual sport. Participate if informed, observe silently if not.
- Toasting etiquette: Acknowledge all five kingdoms when drinking formally. Skipping one is insulting.
- Gift-giving: If invited to someone's home, bring something from your region—foreign items are appreciated.
Practical Information
Currency: Standard Aurelian coinage. Prices moderate by continental standards. Budget 2-4 gold per day for comfortable travel.
Transportation: Well-maintained roads connect major cities. Coach services run daily (5-10 silver between cities). Reliable if not luxurious.
Safety: Very good. Roads are patrolled, cities are well-policed. Petty theft in crowded areas is your main concern.
Best Time to Visit: Spring (Thirdmoon-Fourthmoon) for festivals. Autumn (Ninthmoon-Tenthmoon) for harvest celebrations. Summer can be hot in Greyhold. Winter brings snow to Ironkeep.
Final Thoughts: The Central Kingdoms reward intellectual curiosity and cultural sensitivity. This is not a region for those seeking simple pleasures—it's for travelers who enjoy complex social dynamics, political intrigue, and the satisfaction of understanding layered histories. Come prepared to think, observe, and engage. The rewards are substantial for those willing to put in the effort. You'll leave with stories that require flowcharts to explain, and somehow that's part of the appeal.

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