Mirabar
Mirabar is the richest city of the North by far. It sits atop a knoll on the north side of the Mirar River like an unassailable fortress, enclosed on all sides by sloped outer walls as wide at the base as many city blocks in Waterdeep. Defenders can fire arrows down from atop the walls, or, in winter, pour water down them to make ice slides. There is no shortage of stone and weaponry. Even the docks have battlements and fortifications.
Visitors to Mirabar often wonder why they don’t see more dwarves, as humans make up the majority of the city’s surface dwellers. Another city lies just below the surface, and that place is dominated by dwarves. Underground, Mirabar is a city of lit residential caverns, superheated forges, foundries that operate day and night, and tunnels leading to the mines.
Mirabar’s marchion, Selin Ramur, meets with the other members of the Lords’ Alliance to ensure that Mirabar’s interests aren’t ignored. While the marchion handles foreign policy, true power within the city rests with the Council of Sparkling Stones, a group of dwarf elders that manages the city’s security and decides where the output of Mirabar’s mines are sold.
The city is occupied by 4000 dwarves who lived underground near to their workshops, which produced metal goods for export in the region and beyond. The humans above cooperated with the dwarves to handle the mining, move the ore to market, and defend the city against magical threats. Mirabar was ruled by a hereditary marchion, but the true power was in an elected assembly called the Council of Sparkling Stones, a mixed dwarven and human group that met once a year to determine production quotas and whether or not to threaten current clients with reduced output. This mining center for the Sword Coast is a cold, gray stone city, surrounded by mines, quarries, and talus. Grim men and grimmer dwarves crowd its unadorned streets. Richest of the cities north of Waterdeep, its mines provide vast amounts of most known metals, fine gems, and high quality metal goods from its ever-hot forges. Merchant families of Mirabar are very competitive. House guards often battle openly when mines accidentally connect, or when two ore caravans meet on trade roads. The merchants of Mirabar own many ships based in Luskan, but resent the High Captains. threats to cut Mirabar off from the coast if their constantly increasing .harbor fees. are not paid up for years in advance. Marchion Raurym makes a point of traveling south to warmer climes before the onset of winter, to negotiate trade agreements with rulers who have many luxuries, but little metal. His 64 bodyguards wear platinum plate mail, and are commanded by four .hammers,. 6th level fighters named Djassar, Hulmm, Kriiador, and Turvon. Economy: Mining of ores and gems, metal refining and crafting. Axe of Mirabar: 300 The city’s defense falls to the Axe of Mirabar, a well-armed garrison. All members of the Axe of Mirabar are shield dwarves. Militia: 650 men Orher forces: Merchant families maintain house guards, adding another 500 foot soldiers. Population: 19,200 (4000 dwarves) Ruler: Selin Ramur (after 1485 DR) Mines of Mirabar The rugged land around Mirabar is littered with mine heads, open quarries, and heaps of slag and rubble. The mines of Mirabar yield up vast quantities of most known metals and gemstones. Working mines of any significance are heavily fortified. All miners who enter — dwarf and human — are searched both before and after shifts, ensuring security. It is an inconvenience the miners accept because, unlike many other places in the North, Mirabar pays well and cares for the workers.
Mirabar’s marchion, Selin Ramur, meets with the other members of the Lords’ Alliance to ensure that Mirabar’s interests aren’t ignored. While the marchion handles foreign policy, true power within the city rests with the Council of Sparkling Stones, a group of dwarf elders that manages the city’s security and decides where the output of Mirabar’s mines are sold.
The city is occupied by 4000 dwarves who lived underground near to their workshops, which produced metal goods for export in the region and beyond. The humans above cooperated with the dwarves to handle the mining, move the ore to market, and defend the city against magical threats. Mirabar was ruled by a hereditary marchion, but the true power was in an elected assembly called the Council of Sparkling Stones, a mixed dwarven and human group that met once a year to determine production quotas and whether or not to threaten current clients with reduced output. This mining center for the Sword Coast is a cold, gray stone city, surrounded by mines, quarries, and talus. Grim men and grimmer dwarves crowd its unadorned streets. Richest of the cities north of Waterdeep, its mines provide vast amounts of most known metals, fine gems, and high quality metal goods from its ever-hot forges. Merchant families of Mirabar are very competitive. House guards often battle openly when mines accidentally connect, or when two ore caravans meet on trade roads. The merchants of Mirabar own many ships based in Luskan, but resent the High Captains. threats to cut Mirabar off from the coast if their constantly increasing .harbor fees. are not paid up for years in advance. Marchion Raurym makes a point of traveling south to warmer climes before the onset of winter, to negotiate trade agreements with rulers who have many luxuries, but little metal. His 64 bodyguards wear platinum plate mail, and are commanded by four .hammers,. 6th level fighters named Djassar, Hulmm, Kriiador, and Turvon. Economy: Mining of ores and gems, metal refining and crafting. Axe of Mirabar: 300 The city’s defense falls to the Axe of Mirabar, a well-armed garrison. All members of the Axe of Mirabar are shield dwarves. Militia: 650 men Orher forces: Merchant families maintain house guards, adding another 500 foot soldiers. Population: 19,200 (4000 dwarves) Ruler: Selin Ramur (after 1485 DR) Mines of Mirabar The rugged land around Mirabar is littered with mine heads, open quarries, and heaps of slag and rubble. The mines of Mirabar yield up vast quantities of most known metals and gemstones. Working mines of any significance are heavily fortified. All miners who enter — dwarf and human — are searched both before and after shifts, ensuring security. It is an inconvenience the miners accept because, unlike many other places in the North, Mirabar pays well and cares for the workers.
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