Mirabar
Mirabar is a human city that rests atop dwarven caverns. On the surface, humans dominate the population, with some dwarves mixed in, and a
handful of gnomes and halflings. The uppermost level of the undercity is mostly dwarves, with some few humans. The mixing of races is due to
convenience of trade, preference, or skill; just as some few humans like to mine, to imbibe strong dwarven drink, and to work underground, so do a
minority of dwarves take to the open sky, doing dock work, or even manning and building ships. The lower levels beneath Mirabar are all dwarven, as
even the most dwarf-like human can live so deep below ground for only so long. Almost all of its citizens, regardless of race, honor Moradin and the
dwarven gods, making Mirabar a dwarven city in spirit and ethics, if not entirely by population, much in the way my own Silverymoon speaks to elven
ideals of natural beauty.
Long ago, the great dwarven kingdom of Gharraghaur stood to the west of Delzoun, delving mines near the River Mirar and finding great, near-
endless veins of gems. Like many of the dwarven realms, Gharraghaur fell to marauding orcs, which destroyed the kingdom and its capital city but
couldn’t take advantage of the wealth therein. For millennia the lower city lay empty, until some eight hundred years ago, when Prince Ereskas of
Amn settled the same spot, creating the city of Mirabar (coincidentally echoing the dwarven “-bar” naming convention used for citadels throughout
the North). It was only when dwarves returned to work the mines below that Mirabar began to see its fortunes increase.
Mirabar is ruled by its hereditary marchion, Selin Raurym, who issues edicts fed to him by the Council of Sparkling Stones. The council is a group of
dwarves and some few humans elected to make policy for the city, who determine where the output of Mirabar’s mines will be sold. Although the
council has long kept Mirabar associated with the The Lords’ Alliance, it is the marchion who negotiates with his fellow lords. Thus far, Selin Raurym has
proved far more capable than his predecessors at making beneficial decisions for the city, and the council has given him great leeway to speak for
Mirabar outside the walls. His threat to pull out of the Alliance following its failure to aid the northern cities against the most recent orc hordes,
though considered by some an empty gesture, has brought Mirabar more advantageous relationships with Waterdeep and Baldur’s Gate, something
which has not gone unappreciated by the council.
The city’s guard, the Axe of Mirabar, exists primarily to deter and prevent sabotage of the mines, without which Mirabar would collapse. The guard
also provides swift and capable defense and law enforcement within the city. The wealth of Mirabar is so great that it maintains docks, ships, and
fortified harbors on many of the islands in the Sea of Swords, and as such the city is always seeking magical and military support for these
defenses. Where other cities might use such vast mountains of coin as Mirabar possesses on shows of prosperity, Mirabarrens use it for more
functional goals, making sure that the city’s defenses are new, that its gates close securely when they are moved, that its buildings and walls are
strong and secure. Given the recent destruction of Sundabar’s surface city at the hand of orc armies, such expenditures are well justified, since no
one in Mirabar wishes to see the surface city wiped out. It would simply be bad for business. Mirabar spares no expense in defending its wealth, and
hires as many mages and adventurers as necessary to clear threats away from roads, investigate sabotage, and otherwise protect its vital trade.
With the rise of Mithral Hall in the last century, and now Gauntlgrym, Mirabar fears its place as the armory of the North is at risk. ‘The miners,
smelters, and smiths of Mirabar work ever harder to increase their output and improve their craft, while the jewelers and enamelers study ways to
incorporate ancient techniques of melding dwarven, human, and elven designs together in their work, in the manner of old Phalorm.
Mirabarren (or to some, just Mierren) dwarves like to cultivate long, wide (as opposed to tapered or pointed) beards and tight braids of hair growing
elsewhere than on the chin, a fashion copied by some local humans. They love polished, everbright-treated sheets of metal, particularly copper, used
as doors or mirrorlike wall-panel inlays. They often set gems into the pommels and nonworking ends of tools and weapons. Mierren dwarves tend
to be wealthy, to have personal collections of unusual and rare gems, to use seals made of gems carved into signet rings, and to be investors in
ventures (rather than property) up and down the Sword Coast. They are sophisticated and worldly, and they decry the isolationist and xenophobic
attitudes of some dwarves. Mierren dwarves demonstrate their own broader attitudes by being the diplomatic traders and power brokers in
trademoots and agreements in Fireshear and Neverwinter and everywhere else they can worm their way into, among dwarves and between dwarves
and non-dwarves.
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