The Fortress City/Kingdom of IRONHOME
Haaa, A Mine!!,Yer know nothin' Ironhome is more than just a Mountain Keep, it's not a cold dark dangerous Mine either, Ironhome is a City of Gold, of Gems, Stone and Iron. It is filled with the light from a thousand lamps, reflecting from the Golden Mirrors and Columns of rune worked Stone and carved statues gilded in Gold and Silver. Jorvik Goldtooth, Dwarven Hunter and Trader of Skins and Pelts, Talking too an Amorian Merchant at Bear Harbour.
History (The Founding of IRONHOME)
In 13675KR King Gand Ironbeard & King Helt Brightaxe departed The Kingdom of STORMHALL in Gondonia with 35,000 Dwarven folk on a journey to build their own Kingdoms.
After eight years of wandering Central Kelldoria, (The Nations Elosia and Pelosia) they crossed into Northern Pelosia. King Helt Brightaxe Founded The Kingdom of BRIGHT HALL in Northern Pelosia in the Spring of 13683KR.
King Gand Ironbeard set forth from The Kingdom of BRIGHT HALL some thirty years later in the spring of 13713KR with 15,000 Dwarves to find a place to build his own Kingdom. After two years of searching The Northern Wastes, The Kingdom of IRONHOME was Founded in 13715KR in the Frostfall Mountains.
The Founding Clans & Noble Houses
Clans
Ironbeard (The Royal House), Frostfall, Highmane, Thunderbattle, Firemantle, Moltonfall, Firehide, Dragonshield, Stonehammer and Strongminer.Noble Houses
Runehand, Irongrip, Ironbrand, Steelshaper, Longmail, Silverguard, Coinmaker, Goldsinger and Jadecoat.The Approach
There are three Gates/Gatehouses on the approach to IRONHOME up the winding mountain path. These are Frostgate, Stonegate and Irongate. The journey from the foot hills to the Ironhome Keep takes between eight and twelve hours (it has been known to take over a full day during deep winter) from start to finish. The Gatehouses are all built into the mountainside, carved and mined centuries ago and the stone from the mountain was used to build the outer walls and gates. Each Gatehouse has an upper and lower level, the upper level can only be reached by using the pully/winch Elevator system, this was built for added defence. Both the lower and upper Gatehouse levels have Storage rooms, an Armoury, Blacksmiths/Forge, Barracks, Stables, Kitchen and a Feast/Sleeping Hall. Each Gatehouse has a Commander, four Captains and two hundred Guardsmen. The Commander is in charge of everyday operations and the entire garrison. Each Captain commands fifty Guards, issues orders and answers to the Gatehouse Commander. A detachment of fifty Guards breaks down into five squads of ten Guards which includes a Serjeant and two Corporals.Frostgate
The first Gate on the path to Ironhome Keep is Frostgate, which is situated just above the treeline of The Upper Frost Spires forest. It is known as Frostgate due to the build up of frost on everything over night as the mountain wind flows the freezing air at this altitude. The Frostgate itself is made from wood and stone and opens outwards, using a winch/pully system to open/close. Commander: Captains: Known Serjeants: Known Corporals:Stonegate
The Stonegate is the second gate on the way to Ironhome Keep, roughly two hours travelling time from Frostgate and the same to Irongate. The Stonegate itself is made from Iron and Stone and opens outwards, using the same winch/pully system to open/close as the other gates. Commander: Captains: Known Serjeants: Known Corporals:Irongate
The Irongate is the last Gatehouse on the winding path to the Ironhome Keep and is roughly two hours journey from The Stonegate. The last leg of the journey to Ironhome takes slightly less than two hours travel time. The Irongate as the name implies is made from solid Iron mined from beneath the mountain. The gates themselves took two years to create, standing ten feet high and six feet wide each with the symbol of Ironhome depicted on each door and dwarven runes cut into the metal. Commander: Captains: Known Serjeants: Known Corporals:The Ironhome Keep
The Outer Courtyard This open courtyard has storehouses, Stables, a large Guard Barracks, and Gatehouse with Dwarven Steel Doors and Portcullis. The outer wall that surrounds the courtyard is eighty feet high and twenty feet thick, made from smooth natural mountain stone which is crenelated along the top to add protection for the guards. The Inner Courtyard and Keep The Inner courtyard has Storehouses, Stables, Guard Barracks and a Gatehouse with Dwarven Steel Doors and Portcullis, surrounded by an Inner Wall of one hundred feet, which is twenty feet thick made from the natural stone of the mountain.The Keep
The Keep is roughly one hundred and fifty feet in height built from the same mountain stone as the Inner and Outer walls of the courtyards. The Fourth and Fifth Levels of the Keep have access to the Inner Wall Battlements, where Catapults, Trebuchets and Ballista are positioned for defence. The Main Gates to the Inner courtyard are built from Dwarven Steel and Runeworked Stone and are twelve feet in height, four feet thick and eight feet in width each. The Inner Portcullis is solid Dwarven Steel with a winch/pully system that takes at least four Dwarves to turn for opening and closing. The Keep overlooks a melting ice waterfall (The Cascade) which falls forty feet below into a broad lake which overflows becoming triple waterfalls then a river that flows down the mountain. The Falls have been named The Iron Falls, and the river the Frostfall. The Keep has five Upper Levels, Two Towers, and three Lower Levels, the third being the entrance to the Underground City of Ironhome. The City is on seven Levels, and every level has Stairs, Winch Lifts and Basket Pully systems in place. All levels of the Underground City have Air/Smoke Ventilation Shafts, Water Piping and Aqueducts. Ground Level/Floor Entrance Hall, Barracks, Armoury, Storerooms, The Great Hall of The Ironhome Keep (The Great Hall/Feast Hall), Kitchen, Dormitory (Sleeping Hall), Guest Library, Study, Stairs Up/Down, Lift & Winch, Portcullis Winch, Guardrooms. Upper Level One Barracks, Armoury, Storerooms, Dining/Feast Hall, Kitchen, Library, Study, Stairs Up/Down, Access to Tower 1 & 2, Lift & Winch, Guardrooms (Some with Murder Holes for shooting Crossbows or Pouring Boiling Water or Oil). Upper Level Two Barracks, Armoury, Storerooms, Guest Quarters (Bedrooms), Guardrooms, Stairs Up/Down, Lift & Winch. Upper Level Three Barracks, Armoury, Storerooms, Royal Quarters (Bedrooms, Study, etc), Guardrooms, Council Chambers, Steward’s Quarters, Advisor’s Quarters, Noble Guest Quarters, Stairs Up/Down, Lift & Winch. Upper Level Four Barracks, Armoury, Storerooms, Guardrooms, Court Wizard’s Quarters, Access to Outer Wall, Catapult/Trebuchet, Ballista, Stairs Up/Down, Lift & Winch. Upper Level Five Barracks, Armoury, Storerooms, Guardrooms, Observatory, Access to Upper Outer Wall, Catapult/Trebuchet, Huge Ballista, Stairs Up/Down, Lift & Winch. Tower One Storeroom, Guardrooms, Barracks, Armoury, Stairs Up/Down. Tower Two Storeroom, Guardrooms, Barracks, Armoury, Stairs Up/Down. Lower Level One Barracks, Armoury, Storerooms, Dungeons, Guardrooms, Gatehouse with Iron Portcullis, Stairs Up/Down, Lift & Winch. Lower Level Two Barracks, Armoury, Storerooms, Guardrooms, Gatehouse with Iron Portcullis, Stairs Up/Down, Lift & Winch. Lower Level Three Barracks, Armoury, Storerooms, Guardrooms, Gatehouse with Iron Portcullis, The Entrance to The City of Ironhome (The City, Level One), Stairs Up/Down, Lift & Winch.The City
Level One Gatehouse Entrance to The Keep (The Keep, Lower Level Three), Guard Barracks, Resident District (Noble Housing), The Guild Hall District, The Audience Hall of Ironhome (The King's Audience Hall /Courthouse, The First Great Hall), Storehouses, Guardhouses, The Visitors Market (Small), Merchant Square (The Houses of Rich Merchants), Visitors Feasthalls, Taverns, Inns and Boarding Houses, The Armoury, A Gateway to The Underdark Caverns, The Mushroom/Fungi Farm Caverns, The Vegetable Farm Caverns, The Bee Caverns, Underground Mountain River. Level Two Marketplace (Medium), Guard Barracks, Guardhouses, The Temple of Gond (Huge Complex), The Guild Hall District, Taverns, Feasthalls, The Temple/Shrine District, The Iron House of Healing (Temple of Dumathor, Huge Complex), The Ironhome Temple of The Stone Mother (Large Complex), Jewelers Quarter (Shops & Workshops), Merchant District (Housing & Shops), Storehouses, The Artisan District (Shops, Workshops & Warehouses), The Resident District (Common Housing), Halfling District (Common Housing), Rock Gnome District (Common Housing), The City Granary, The Abattoir, The Livestock Caverns (Cattle Pens, Mostly Rothe), The Backdoor/Exit Tunnel to the Surface. Level Three Guard Barracks, The Armoury, Resident District (Common & Poor Housing), Storehouses, Feasthalls, Taverns, Pleasure Houses (Brothels), The Public Baths, The Great Library of Ironhome (Large Complex), Schools, Guardhouses, Visitors Feasthalls, Taverns, Inns and Boarding Houses, Halfling District (Common District), The Visitors Market (Large), The Iron House of Healing (Temple of Dumathor, Huge Complex), Guild Hall District, Rock Gnome District (Workshops & Common Housing), Underground Lake and River, Livestock Caverns (Rothe), Mushroom & Fungi Farm Caverns, The Gateway/Passage (The Merchants Trade Way, Caravan Route to Hill Home), The Gateway to The Iron Passage (Mountain Pass into Amoria and The Stormlands), The Backdoor Tunnel (Connecting to The Level Two Tunnel). Level Four Guard Barracks, The Armoury, A Gateway to The Underdark, Guardhouses, Sacred Tomb Cavern (Common), The Iron House of Healing (Temple of Dumathor, Huge Complex), Resident District (Common & Poor Housing), Feasthalls, Halfling District (Common & Poor Housing), Taverns, Livestock Caverns (Cattle Pens, Rothe), Mushroom & Fungi Farm Caverns, The Ironhome Brewery (Large Complex, Distillery Vats and Warehouses), Rock Gnome District (Common Housing), The Bee Caverns, The Backdoor Tunnel (Connecting to The Level Three Tunnel), Waterfall and Lake. Level Five The Ironhome School of Wizardry (Mages/Wizards Dormitories and Classrooms, Large Complex), Guard Barracks, Guardhouses, The City Treasury/Mint (Large Complex), Armoury, The Guild Hall District, Resident District (Common & Poor Housing), Rock Gnome District (Workshops and Common Housing), Feasthalls, Taverns, Public Baths, Pleasure Houses (Brothels), The Alchemist Academy (Dormitories and Classrooms, Large Complex), Mushroom & Fungi Farm Caverns, A Gateway to The Underdark Caverns, The Backdoor Tunnel (Connected to The Level Four Tunnel). Level Six The Ironhome Fighter Training School (Dormitories & Classrooms), The Fighting Pits, The Great Hall of Ironhome (The King's Great Hall), The Throne Room, Council Chambers/War Room, The Royal Tombs, The Noble Tombs Chamber, The Royal Guard Barracks, The Armoury, The Royal Treasury, Guard Barracks, Guardhouses, The Ironhome Prison, The Great Waterfall, Resident District (Noble & Common Housing), Rock Gnome District (Workshops and Common & Poor Housing), Mushroom & Fungi Farm Caverns, The Backdoor Tunnel (Connecting to The Level Five Tunnel). Level Seven The Kings Forge, The Mining District (Various Mines), The Smithing Quarter (Forges, Workshops & Smelters), The Deep Gnome District, Warehouses, The Great Furnace, The Royal Mine, The Magma Pools & River, The Stoneheart Cavern (Stone Giant Clan), The Minecart Rails & Loading Docks, The Underground Lake, Guard Barracks, Armoury, The Backdoor Tunnel (Connecting to The Level Six Tunnel).Defences
The Ironhome standing army consists of 5,000 Dwarves, which guards all ways into the City. These are Gate guards on The Winding Path, Patrols along The Trade Way and Iron Passage, 500 Guards are at The Keep patrolling on every level and on the Battlements manning the Trebuchet, Ballista and Catapults, and as Gate Guards on every level of the City at every gateway to The Underdark.
600 to 1,000 Gnomes and 200 to 300 Halflings are also part of the standing army.
The City Watch is a 2,000 strong force of all three races and can be found on all levels of the City. They patrol all Districts, Markets and entrances to the Mines. Guard Post/Barracks can be found throughout the City.
The IRONHOME Military
Infantry- The Bloodaxes of Ironhome
- The Ironhome Axes
- The Ironhome Hammers
- The Maces of Ironhome
- The Blademasters of Ironhome
- The Ironcloaks (War Wizards) of Ironhome
- The Sappers (Engineers) of Ironhome
- The Ironhome Long Pikes
- The Spearcasters of Ironhome
- The Boltcasters of Ironhome
- The Boar Riders of Ironhome
- The Goat Riders of Ironhome
- The Royal Guard of Ironhome
- The Ironshields (City Watch & Law Enforcers) of Ironhome
- The Dwarven Hunters of The Ironhome Territories
Infrastructure
Ironhome is more than a Keep on a Mountain, it’s not a cold dark dangerous Mine either, Ironhome is a City of Gold, of Gems, Stone and Iron. It is filled with the light from a thousand lamps, reflecting from the Golden Mirrors and Columns of rune worked Stone and carved statues gilded in Gold and Silver, bathing light throughout the Chambers and Halls.
The City is spread over many miles of caverns, across several levels filled with Chambers, and Halls, with Houses, Temples, Feast Halls, warehouses and workshops. The Upper Halls are filled with Streets, Alleys and Squares all well-lit, with city folk going about their daily lives.
The Lower levels where you can find the Forges, Foundries and Mines, the heat and smoke of untold Furnaces would be too much for a non-Dwarf to stand. With the favourite music of all Dwarves, the smiting of hammers on anvils ringing out through the halls, with Dwarves singing along to the striking of hammers on metal, and the sound of picks against rock. The Smiths and Miners of Ironhome work in shifts day and night, digging ever deeper into the depths of the mountain.
The Population of IRONHOME
The population figures below are the residents of the Kingdom only, the figures do not include visiting merchants, traders or diplomats.
Total Population: 20,816
Dwarven: 15,355
Mountain Dwarf: 11,100
Hill Dwarf: 4,255
Gnome: 4,235
Rock Gnome: 3,800
Deep Gnome: 435
Halfling: 1,220
Stout: 1,060Tallfellow: 160
Stone Giant: 6
Stone Giant Family/Clan Stoneheart: 6The Government
The Ruling Council of Ironhome- King Gorim Ironbeard IV
- Master of Diplomacy Lord Magister Emohnir Runehand VI
- Master of Religion High Priest Torahun Highmane VI
- Master of Wizardry High Magister Lord Tharmir Thunderbattle VI
- Master of Law (Order, Justice & The City Watch) Lord Horgr Silverguard VIII
- Master of Spies Gamin Darkmane
- Master of Coin (City Treasury) Lord Hanek Coinmaker VIII
- Master of Trade (Merchants & Guilds) Lord Nyraor Goldsinger XIII
- Master (Mistress) of Art (Music & Leisure) Lady Loni Jadecoat
- Master of Farming (Mushroom Farms) Lord Maug Griststone XII
- Master of War (The Ironhome Military) Lord Jari Dragonshield XVI
- Master of The Dwarven Hunters Lord Nar Wyvernskull IX
- Master of Builders (Housing & Expansion) Lord Zaunn Stonehammer XIV
- Master of The Engineers Lord Arbek Strongminer XXI
- Master of The Forge Lord Rotdohr Moltonfall VIII
- Master of The Mines Lord Buzarn Ironbrand IX
Religion
Religion is a part of everyday life in Ironhome. Most Dwarves will utter a pray to more than one Deity in a day and visit the Temple or Shrine of their Deity at least once a week. The most worshiped Dwarven Deities are Gond, followed by Dumathor and then Moradin. There are Temples and shrines of the Gnome and Halfling Deities in the Temple District and many residents of all races have personal shrines in their homes.
Main Religions
Gond, Dumathor, Moradin, Ednura and Gwyndyl, all Dwarven, with Garl Glittergold and Vergadan Earthcaller, Gnomish and Jarla and Arvoreen, both Halfling deities.Other Religions
Armryl, Ongryn, Brymora, Brenora, Hlin, Thorgar, Abbathor and Oberon, all Dwarven, with Flandal Steelskin Gnomish, and Tobol and Bandobaris both being Halfling deities.Trade And Industry
Trade Resources (Out/Export):
- Iron (Ore & Ingots/Bars)
- Silver (Ingots/Bars)
- Gold (Ingots/Bars)
- Brass (Ingots/Bars)
- Bronze (Ingots/Bars)
- Copper (Ingots/Bars)
- Tin (Pressed Sheet or Items)
- Pewter (Ingots/Bars or Items)
- Coal (Sack)
- Oil (Barrel)
- Gems (Various,Cut & Uncut)
- Jewelry (Gold & Silver)
- Toys (Brass,Tin,Silver or Gold)
- Ale (Barrel)
- Beer (Barrel)
- Honeymead (Barrel)
- Marble & Other Precious Stone (Shaped & Cut)
- Various Stone (Shaped & Cut)
- Tools (Iron,Various Spades,Rakes,etc)
- Weapons (Iron,Various Swords,Spears,Axes & Hammers)
- Silvered Weapons (Swords,Daggers,etc)
- Armour (Iron,Various Shirts & Coats of Mail,Suits of Chain,Ring & Plate mail)
- Enchanted Items & Potions
Trade Resources (In/Import):
- Timber (Logs & Planks)
- Grain (Corn,Oats,Barley,etc)
- Vegetables (Onions,Potatoes,Cabbages,etc)
- Fruit (Apples,Pears & Berries)
- Meat (Various,Smoked & Unsmoked)
- Poultry (Chicken & Wild Fowl)
- Fish (Various Fresh water,Smoked,Unsmoked & Pickled)
- Seafood (Crab,Salted Cod,etc)
- Cheese (Smoked & Unsmoked)
- Herbs & Spices (Jars & Sacks)
- Wool (Fleece)
- Silk,Cotton & Linen (Bolts/Roll)
- Fur (Pelts)
- Leather (Skins)
Guilds And Factions
- The Guild of Alchemists
- The Apothecaries & Physicians Guild
- The Honorable Guild of Armourers
- The Honorable Guild of Weaponsmiths
- The Bakers Guild of Ironhome
- The Honorable Guild of Stonemasons,Rune Carvers & Stone Cutters
- The Guild of Blacksmiths
- The Toymakers Guild of Ironhome
- The Guild of Musicians and Instrument Makers
- The Guild of Brewers,Vintners & Distillers
- The Butchers Guild of Ironhome
- The Ironhome Farmers Guild of Produce & Grains
- The Ironhome Farmers Guild of Livestock & Cheese Makers
- The Ironhome Farmers Guild of Mushrooms & Other Fungi
- The Fishers & Fishmongers Guild
- The Guild of Innkeepers,Taverners & Feasthalls
- The Guild of Bowyers and Fletchers
- The Ironhome Guild of Carpenters and Fine Carvers
- The Honorable Guild of Builders,Roofers & Plasterers of Ironhome
- The Ironhome Coopers Guild
- The Ironhome Guild of Pewterers & Casters
- The Potters and Tile Makers Guild of Ironhome
- The Guild of Glassblowers & Bottle Makers
- The Ironhome Guild of Jewelers,Gem Cutters,Goldsmiths & Silversmiths
- The Honorable Guild of Banking and Moneylending by Royal Approval
- The Guild of Cartographers,Scriveners & Scribes
- The Guild of Parchment,Scroll & Book Makers
- The Guild of Dung-Sweepers & Street Laborers
- The Enchanters Guild of Ironhome
- The Magisters,Elementalists & Arcanists Guild of Ironhome
- The Honorable Guild of Engineers
- The Miners Guild of Ironhome
- The Ironhome Guild of Lamplighters
- The Plumbers Guild of Ironhome
- The Guild of Hunters & Trappers
- The Woodcutters Guild of Ironhome
- The Skinners and Tanners Guild of Ironhome
- The Guild of Woolers and Furriers
- The Ironhome Guild of Tailors
- The Leather Workers Guild of Ironhome
- The Rope Makers Guild
- The Guild of Basket Makers,Weavers & Wicker Workers
- The Guild of Weavers and Dyers
- The Cobblers Guild
- The City Guild of Guides,Carters and Travel Services
- The Fighters Guild of Ironhome
Architecture
Natural Resources
- Iron Ore
- Gold Ore
- Silver Ore
- Copper Ore
- Natural Oil
- Coal
- Mushrooms/Fungi
- Gems
- Stone & Marble
Great article Aemon, I am in awe of the details. This Kingdom would be a nightmare to attack.
Attacus, Thanks for the like my friend. You are right,this Kingdom is very hard to attack.The Gates on the Winding Path have been attacked in the past and Goblins managed to break through the caverns onto the Trade Way Passage,resulting in hit & run tactics lasting a few days.I may write up a few incidents later on. Aemon