Emerald Capital

My Lord King(Queen), we have a thriving, successful Kingdom of hundreds of citzens, supplied by hundreds of blocks of farmland and livestock. Has there ever been a Kingdom as successful as ours? Our explorers have unearthed the ruins of an ancient Stronghold, and the myths and legends of old claim that riches untold may be found therein! The, uh, Portal may be slightly broken, but we should be able to fix it up, and begin our conquest of a new Dimension! Truly, you are the Monarch of our Hearts!
== Stage Foci ==
=== What was once old is new again ===
Build a Stronghold in, under, above, below, or otherwise adjacent to (and including) a Stronghold that contains an Ender Portal. Repair the Portal, by any means necessary.
* Must contain at least 3d10 military (May be overwritten/added onto Military total below)
** Should have at least Watchpost
** Must have Armory with enough room for all arms/armor
** Must have Barracks space for all Military
** Must have at least 1 Officer Quarters
* If Stronghold Outlier is not a strictly military Outlier, build 1d10 Houses (out of a possible 10)
** or 3d6+2 Apartments (out of a possible 20)
** or 5d6 Slums (out of a possible 30)
* If Stronghold Outlier IS a strictly military Outlier, there must be at least 10d6 military total
** Must have Barracks space for all military.
** Must have Armory with enough room for all arms/armor
** Must have at least 3 Officer Quarters
=== Trade with the Locals ===
Have (or Build a new) trading hub to trade with Villagers. This may be a new Outlier, an existing Outlier, or even an established part of your Capital. As long as there are Villagers there.
* Build a Merchant's Guild (if already built as part of the Kingdom Building Challenge, the requirement for building the Guild itself may be skipped. Villager Requirements must be fulfilled)
** Must have Goods Warehouse, where goods that are to be traded or have been traded are stored
** Must have Central Bank, where Emeralds are securely stored.
** The Merchant's Guild must be home to at least five Villagers.
** The Merchant's Guild should be home to one of every kind of Villager
** Merchant's Guild must be connected to the Capital by a Road, Avenue, or Highway 
* Build a Merchant Master's Estate
** The Merchant Master is the leader of the Merchant's Guild, and must have an estate equal to his or her rank.
** The Merchant Master may be any rank of Nobility, but must be at least a Baron/ess
** the Merchant Master's Estate must be near the Merchant's Guild
=== Building up ===
* Build 30-45 Houses
** Or 60-90 Apartments
** Or 90-135 Slums
* Build 2d6 Noble Estates
* Build 2d4 Crime Noble Estates
=== Outliers ===
Build One Additional Outlier
=== The End ===
Kill the Ender Dragon