Stronghome: Overview: Stronghome is the most fortified of caverns in all of Dungeon World. First settled by the late inhabitants of the original cursed, the dwarves were the first to settle into a cavern of the six original penal colonists. Suffering from the short caverns, the other five cursed beings were forced to head into the higher caverns, away from the Dwarves. Now it is the center of dungeon world, the frontier between the first six cursed, and the last six cursed. It is important to mention, however, that the Dwarves are on friendly terms with but one of the other major powers, the Draconian Empire. Trade between the two colonized areas has flourished, though amazingly so, due to the great distance between them. The Dwarves have agreed to trade weapons and skillfully crafted armor for certain medicinal plants and other minor products the Dwarves are not able to produce in their own caves. Government: Monarchy, with the Bloodspears controlling the crown for most of history. Population: approx. 575,000 dwarves Armed Forces: Although the dwarves of Stronghome are protected by fourteen portculli just to get into the main city, they still boast an active militia of about fifty thousand troops. They are an elite group and have shown valour in many defensive battles, such as against the goblins in 1032. Not a single troop died in those battles, and for this, King Gantor was highly noted. Shortly after King Gantor's early death in 1048, his successor, King Thorak III, mounted an all out assault against the Goblin Kingdoms. These campaigns proved relatively futile, and King Thorak withdrew his forces early on in order to prevent some foretold events to occur. There are rumors that he received spiritual guidance from a drow from the Imperium of Salt, warning him against the war. Notable Personalities: King Gantor (873-1048): King of the Dwarves of Stronghome, Gantor is the definition of courage, vitality, and strength. He has been a blessing to the monarchy, following his father before him who nearly led the kingdom into ruins. Despite his seemingly cowardly decision against counter-attacking the raids made by the goblinoids of the Goblin Cities, he is still held in high esteem among his people. His funeral ceremony lacked none of the grandeur, or spactacle that befitted a king of his likeness. King Thorak III (1001-1100): Although he was following the most highly acclaimed king of all history, King Thorak III startled and united his cities through an all-out assault against the Goblin kindoms in 1048. Rumors spread through the kingdom later in his career that he was betraying his people by dealing with the Imperium of Salt. In his last year, the rumors were proved true and he was trapped in the Citadel before being executed by the High Priest of Grantis, Lord of Justice. Despite his dealings with the insidious drow, Thorak was still well liked among his people and was widely trusted whenever he acted. Notable Guilds/Organizations: There are a large number of religious guilds, temples and churches within Stronghome, representing all of the dwarven gods and lords. The largest and most influential over the crown is the Temple of Grantis, who is rumored to help the king in making just and right decisions. Others include a small shrine devoted to Kasman, the god of good; a majestic temple for the merchant god Tramere; and an enormous church for the God of War, Yttris. Several thieves' guilds exist within the city, though of course, only the thieves know of their locations. A miners' guild exists near the entrance to the uninhabitable tunnels, the forefront of dwarven production. Weapons and Armour guilds abound, imposing a strict price range for certain purchasable goods. A single cartographer's guild is located nearest to the Grand Citadel, but despite its location, most dwarves pass by this location, not really concerned with the tunnels outside of their safe little cavern. Taverns and inns are the centers of dwarven society, displayed easily within a two minute, slow walk from any location in the city. The more expensive the beer, the closer the tavern is to the Citadel. The one exception to this is the flourishing Inn of the Weary Reaver, an enormous building located just at the end of the tunnels where most of the mining takes place. The amount they charge for drink there depends upon whether or not the customer is a miner. If he is, then he gets charged only a very small amount, whereas a person in the militia or a noble might get charged a king's ransom.