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Taverner's Guide - Vol III: The Thornwall Marches

Taverner's Guide - Vol III: The Thornwall Marches

"Practical, pragmatic, and perpetually wary"

By Harrick Taverner, Year 4,181 of the Cracked Crown

Overview & Geography

The Thornwall Marches form Aurelia's eastern frontier—a militarized zone between civilization and the Wildlands beyond. Named for the thorny scrubland that defines the landscape, this region is characterized by fortress-towns, disciplined militias, and a population that takes security very, very seriously.

Historically, the Marches defended against raids from nomadic tribes and aggressive wildlife. Though threats have diminished in recent centuries, the martial culture remains. Every citizen receives basic military training. Watchtowers dot the horizon. Gates close at dusk without fail.

Geography: The Marches span roughly 200 miles of eastern borderland. The terrain is challenging—rocky hills, thorny scrubland, sparse forests, and limited water sources. The infamous thornbushes (which give the region its name) grow dense and tall, forming natural barriers that early settlers incorporated into defensive lines.

Climate is continental extreme—scorching summers, bitter winters, and weather that changes without warning. The Marchfolk have a saying: "If you don't like the weather, wait an hour. If you still don't like it, you're in the Marches."

Historical Context: For centuries, the Marches faced regular incursions from the Wildlands—not organized armies but raiding parties and dangerous creatures. The threat forged a culture of constant readiness. The Marshal's System (established 800 years ago) organized scattered settlements into a coordinated defensive network. It worked. Raids decreased, then stopped. But the culture remained.

Modern travelers sometimes question whether such military discipline is still necessary. The Marchfolk have a standard response: "Hope for peace, prepare for war." They're not paranoid—they're ready. There's a difference.

Major Settlements

Sentinel's Watch

Population: ~28,000

The largest and most important fortress-city in the Marches. Built on strategic high ground, Sentinel's Watch has walls thirty feet thick and has never been breached. The city operates with military precision—streets are clean, schedules are kept, and disorder is not tolerated.

What to See:

  • The Great Wall - Thirty feet thick at the base, twenty feet at the top. Tours run daily at noon (3 silver). You'll climb to the battlements and see the entire defensive system laid out. The engineering is impressive, but what strikes you is the competence—every stone placed with purpose.
  • The Military Museum - Chronicles the Marches' defensive history. Battle plans, weapons evolution, personal accounts from soldiers. The memorial room honoring those who fell protecting the frontier is moving. Free admission, donations accepted.
  • Training Grounds - Watch morning militia drills (dawn, free). The precision is something to see—these are farmers and craftspeople who train regularly and take it seriously. Visitors can observe from designated areas.
  • Watchtower Nine - The tallest tower, offering panoramic views of the Marches and distant Wildlands. Open dawn to dusk. Climb is steep but worth it. 2 silver admission.
  • The Arsenal - Where weapons and armor are maintained. Limited tours available (requires advance permission from Guard Captain's office). Fascinating if you're interested in military logistics.

Where to Stay:

  • The Guard's Rest - Run by retired soldiers. Rooms are spartan—no decoration, firm beds, small windows—but impeccably clean and well-maintained. Breakfast is substantial and served exactly at dawn. Staff are professional and helpful. 1 gold/night. Best value in the city.
  • The Sentinel's Arms - More comfortable accommodations for officers and merchants. Actual decoration on the walls, softer beds, private baths. Still maintains military punctuality for meals and services. 2 gold/night.
  • The Watchman's Tavern - Budget option. Rooms above the tavern are basic but clean. Noise from downstairs until curfew (then silent). Good for meeting locals who'll warm up after a few ales. 6 silver/night.
  • The Barracks Guest Quarters - Available for travelers during off-peak times. Literally military barracks—bunk beds, communal facilities. But cheap (3 silver/night) and you'll have memorable conversations with off-duty guards.

Where to Eat:

  • The Marshal's Table - Upscale by Marches standards. Roasted meats, root vegetables, excellent bread. No-nonsense presentation but quality ingredients. Officers dine here. Moderate prices.
  • The Soldier's Hearth - Working person's establishment serving "field rations" elevated to actually taste good. The stew could sustain you through a winter campaign. Massive portions, cheap prices, communal tables.
  • The Iron Kettle - Tea house serving strong black tea and hearty sandwiches. Popular for breakfast before dawn drills. Open early, closes at curfew.
  • Market Square Food Stalls - Quick meals for busy people. Meat skewers, bread trenchers filled with stew, hard cheese. Efficient and filling.

Taverner's Notes: Sentinel's Watch runs like a well-oiled military machine, which is exactly what it is. Respect the curfew—gates close at dusk, no exceptions. Carry identification always; guards will check. Don't photograph military installations without permission (ask at the visitor's office). The locals seem stern initially because they're assessing whether you're reliable. Prove you can follow rules and keep commitments, and they'll warm considerably. The food is functional rather than fancy—designed to fuel work, not impress gourmands. But it's honest and filling. Dawn militia drills are spectacular—the coordination is beautiful—but bring earplugs if you're sleeping near the grounds. Best time to visit: Spring or autumn. Summer heat is brutal, winter is bitterly cold.

Thornhaven Proper

Population: ~15,000

The administrative capital, smaller but politically important. Houses the Marshal's Council that governs the Marches. Less militaristic than Sentinel's Watch but still orderly. Known for excellent archery competitions.

What to See:

  • The Marshal's Hall - Seat of regional government. The council chamber is open for public observation during sessions (check schedule at visitor's center). The building itself is a study in defensive architecture—beautiful but functional.
  • The Archery Ranges - World-class facilities where Marches competitions are held. Public practice sessions available (equipment rental: 3 silver). Instructors offer lessons if you're interested.
  • Historical Archives - Extensive records of the Marches' defensive campaigns. Genealogical resources for families tracing military service. Free admission, knowledgeable archivists.
  • The Founders' Memorial - Honors those who established the Marshal's System. Quiet, contemplative space with beautiful stonework.

Where to Stay:

  • The Council Inn - Near the Marshal's Hall. Comfortable, quiet, used by visiting officials. 18 silver/night.
  • The Archer's Rest - Popular with competitors during tournaments. Friendly atmosphere, tips on local ranges. 12 silver/night.
  • The Quiet House - Small boarding house, very peaceful. Run by elderly couple who maintain strict silence after dinner. Perfect for introverts. 8 silver/night.

Where to Eat:

  • The Council Chambers (restaurant, not the actual government chamber) - Best food in town. Game meats, seasonal vegetables, excellent wine selection. Moderate to expensive.
  • The Target & Ale - Tavern near the ranges. Archers swap stories over drinks. The spiced jerky is legendary—buy extra for the road. Moderate prices.
  • Market Street Bakery - Excellent bread and pastries. The "Marshal's Morning Bun" is worth waking early for. Cheap, popular, gets crowded.

Taverner's Notes: Thornhaven Proper is noticeably more relaxed than Sentinel's Watch—less military intensity, more administrative calm. It's a good introduction to Marches culture without the full boot camp experience. The archery facilities are exceptional; if you've ever wanted to learn, this is the place. The spiced jerky really is addictive—I bought five pounds to take home. The Historical Archives are genuinely interesting if you're curious about frontier history. Staff throughout town are helpful once you demonstrate basic competence and respect for their customs. No curfew here, which feels liberating after Sentinel's Watch.

Borderpost

Population: ~5,000 (fluctuates with trader caravans)

The easternmost settlement—literally the last stop before the Wildlands. More trading post than city, Borderpost serves as the controlled exchange point for goods flowing between Aurelia and the scattered communities beyond. The atmosphere is tense but fascinating—a meeting point of cultures that don't quite trust each other yet conduct business anyway.

What to See:

  • The Trading Floor - Massive warehouse where goods are exchanged under Marshal supervision. Exotic items from the Wildlands, Aurelian manufactures going east. The negotiations are intense.
  • The Checkpoint - The actual border crossing. You can see into the Wildlands from the observation platform (2 silver). Unsettling and compelling.
  • The Traveler's Registry - All who cross the border must register here. The logs make fascinating reading (available for public viewing). You'll see names from across the known world.

Where to Stay: The Crossing Inn (15 silver, secure), The Trader's Rest (10 silver, noisy but interesting clientele). Book ahead—capacity is limited.

Where to Eat: Food here is a mix of Marches standard fare and Wildlands imports. The cultural fusion is surprisingly good. Try the Border Stew—ingredients from both sides.

Taverner's Notes: Borderpost is not for everyone. It's tense, heavily guarded, and maintains an atmosphere of controlled wariness. But if you're curious about cross-cultural exchange and frontier dynamics, it's invaluable. Watch the trading negotiations—you'll learn more about diplomacy in an hour than from weeks of books. Don't cross into the Wildlands without proper documentation and Marshal escort. Seriously.

Cultural Notes

The Marshal's Day

When: Seventhmoon 15th

Celebrates the founding of the Marshal's System 800 years ago. This is THE event in the Marches calendar. Military parades showcase each settlement's militia. Competitions test archery, swordsmanship, tactical problem-solving, and physical endurance. Winners earn serious prestige.

The highlight is the Changing of the Watch ceremony—a precisely choreographed ritual where command symbolically passes from old guard to new. Even skeptics find it moving. Evening celebrations are surprisingly festive—the Marchfolk know how to party when they finally relax.

The Archery Trials

When: Fourthmoon (Spring)

Regional archery competition held in Thornhaven Proper. Competitors come from across the Marches (and secretly from other regions hoping to prove themselves). Three days of increasingly difficult challenges culminating in the legendary "Distant Target" shot—hitting a mark 300 yards away.

Winners receive hand-crafted bows from master fletchers. Second place receives eternal teasing about "almost making it."

Values & Etiquette

Core Values: Reliability, competence, preparedness, mutual protection. The Marchfolk judge people by what they do, not what they say. Keep your word. Pull your weight. Be ready.

Practical Etiquette:

  • Be punctual. Lateness suggests unreliability.
  • Follow posted rules without complaint or clever interpretation
  • Don't mock military traditions or suggest they're outdated
  • If offered help, accept graciously and reciprocate when able
  • Compliment competence, not appearance

Practical Information

Currency: Standard Aurelian coinage. Prices are reasonable. Budget 2-3 gold per day for comfortable travel.

Transportation: Guarded coach routes run between settlements (5-8 silver). Roads are well-maintained and patrolled. Very safe.

Safety: Excellent. This is literally the safest region in Aurelia. Crime is minimal, enforcement is swift.

Best Time to Visit: Spring (Thirdmoon-Fourthmoon) or Autumn (Ninthmoon). Summer is brutally hot, winter is bitterly cold. Marshal's Day (Seventhmoon) is worth planning around.

Final Thoughts: The Thornwall Marches aren't for everyone. If you value spontaneity, flexibility, and freedom from rules, you'll find the structure oppressive. But if you appreciate order, competence, and the satisfaction of systems that actually work, you'll find much to admire. The Marchfolk have created a society where people genuinely look out for each other because survival once depended on it. That ethic persists even when the original threats have faded. Come with respect for their traditions, prove you're reliable, and you'll be welcomed into one of Aurelia's most genuine communities. Just don't be late.

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