Professional Documents
Culture Documents
Introduction: Mirabar is the richest city in the Sword Coast, a bulwark against the orcs of the Spine of
the World and provides the ‘Coast with much of its metal minerals and stone for building. It’s also a
perfect staging point for adventures into dangerous mountains.
by Mark Brassington
for Black Halo Games Ltd
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Quick Guide
work in these various sublevels there is likely to be
considerable traffic between the surface city and the
Undercity, a constant to and fro of carts of materials
and finished goods.
Access to the dwarven Undercity is not an Castle Quarter
automatic right, and outsiders will likely need to Located in the very centre of the city.
petition for entry, unless they are known in the city, The buildings of the city government including the
but given the amount of people going back and forth, city mint, the homes of the wealthy, and the few
a modicum of stealth will likely be sufficient to blend shrines that exist within the city. Shops and
in and gain access without permission. businesses exist here, but tend to be for the wealthy,
so instead of a smith there is more likely to be an
Law and Order expensive dress shop. Inns and taverns here cater to
the more well-heeled customer.
It is one of the few areas of the city which is not in
The military and police of the city is a force of one constant motion.
thousand men and dwarves known as the Axe of
Mirabar who “… fight with crossbows, lances, and
hammers, riding mountain ponies in summer and Mining Quarter
rothe in winter.”
It is interesting to note that the military are also This is a sprawl of practical buildings centred on
the police force, which should give an indication of the Northgate where produce from the mines pours
the sort of justice a law breaker can expect in forth. It is home to many of the miners who commute
Mirabar. Although it should also be noted that up the mountain road to mines, and to those catering
typically, there is almost no crime in Mirabar! to them, such as taverns and inns.
How is this achieved? By draconian surveillance, It is also the place of a number of storehouses
using a cadre of domestic spies. “Visitors are where excess produce is held until needed. Some city
watched…” So troublemakers to the city are not likely government offices are here to account for what the
to last very long! mine produces. One of the busiest parts of the city.
In addition to these forces: “Merchant houses in Of course a significant portion of the mines’ output
the city keep another 500 trained soldiers under is taken straight through the opposite gate of the
arms.” inner wall, and down to the Undercity.
In case the party cares, the city is ruled by a
hereditary marchion (Selin Raurym in the 1490s),
backed by a 42 member Council of Sparkling Stones Smiths’ Quarter
(mainly dwarves) who rule from the Hall of Sparkling A veritable sea of smithies, consuming tons of coal
Stones, a stone fortress in the centre of the city. a day. Here is where the processing of the mines’
metals is carried out. Anything from plate armour to
doorknobs is forged here, with a number of
workshops next to each other who will often carry
out part of the work, then pass it to the next down the
line.
Stonemasons’ Quarter
Although many stonemasons work at the
The Sages’ Quarter
mineheads of the mines and quarries to the west and Mirabar produces not only mundane items, but
south of the city, finer detailed work often takes place also many magical items. Because of the proximity of
over time at workshops in this part of Mirabar. so many excellent artisans, it is an ideal place to
manufacture magic items, so much so that a whole
quarter dedicated to magic has sprung up here, one of
Merchants’ Quarter the few in Faerun.
Although it is true that only a small fraction of this
A strong rivalry exists between the Traders’ and
quarter actually wield magic, there are many that
Merchants’ quarters, who both see themselves as the
support this activity such as herbalists, alchemists,
more practical and even more patriotic. Groups of
and dealers in magic item ingredients. There is even a
Merchants, grouped as ‘Houses’ are to be found here
library of magic item formulae in a vault, the
who will often band together to collectively bargain
Libracrypt, although access is restricted to members
and finance expeditions and often have
of a very select group.
representatives in the Traders’ Quarter and seats on
Groups of adventurers also reside here whose job
the Council.
it is to seek out formulae for magic items, as well as
The practical aspects of trade caravans are
spellbooks and scrolls for specific purposes. Known
organised here, be they along the river or by road.
as Bookhounds, these unscrupulous bands of rogues
Consequently a large number of men at arms can be
travel across the continent ransacking tombs in
found or hired here. The Merchant Houses also own
search of magical texts.
most of the Dockside, the area just outside the River
The thief-takers keep a very close eye on these
Gate, where fortified warehouses hold fabulous
miscreants to ensure that their dubious trade only
wealth.
benefits the city.
The outcome of many council meetings are
decided well ahead of time in the Merchants’ Quarter.
Jewelers’ Quarter
The mines produce large quantities of gems and
precious metals, which are aften worth far more if
fashioned into tiaras, sword pommels and the like.
© Black Halo Games 2020. instant Mirabar 6
© Black Halo Games 2020. instant Mirabar 7
Street of the Coin
4. Girnik’s
Girnik is a dwarf with a huge moustache and
straggly beard, who runs a bank. He invests in various
caravans to and from the city. The bank appears more
Overview like a large business-like living room with a large
desk and drinks cabinet than any traditional bank.
Rather than detailing a whole city, just one block He is amenable, but all business. If the PCs want
is outlined with a selection of establishments that the him to invest, he’ll want letters of credit, and
players may find of interest. The Street of the Coin references he knows. He can access the Sages for
can be placed anywhere in the Merchants’ Quarter, magical messaging to and from other cities to verify
which is where many of the movers and shakers live any claims made.
and work. Jeffoli, a smart ten year old boy runs errands for
Girnik, and is always quietly waiting nearby.
Map Key
5. Bottom of the Barrel
A no-nonsense drinking establishment run by a
1. Balamgha’s Forge balding human called Kaqru, who often shares lewd
Balamgha is a smith who caters to mainly the jokes with his mostly male customers, often men-at-
men-at-arms of the quarter, repairing armour and arms from the caravans. He will sometimes let
weapons and shoeing horses. He is capable of making regulars kip down on a floor upstairs in a spare room,
a full set of armour if required, however it is not his but a tavern is his main trade.
speciality so he is as like to send it to the Smiths’ Around the room are various “trophies” nailed to
Quarter as do it himself. the wall, each with a different story. Anything from a
He’s a worn down old dwarven smith and doesn’t copper piece to a pair of knickers can be found
have much time for chat. His mostly-human hanging there.
apprentices are more likely to talk.
6. Recruitment Hall
2. The Journey Rest As much a meeting place as anything, old
A well run inn by Koruspatt, a red-faced, pipe Torvukrin a retired soldier, hires caravan guards for
smoking middle-aged human woman with two the merchant houses. He vets new recruits and keeps
knitting needles through her bun, who will tabs on old familiar faces.
immediately make the PCs feel welcome and will talk There are notices all around the hall about various
at length, asking about where they’ve been, what caravans, where they are going, and the pay.
their business is (politely) and if she can help them He is guarded in conversation, but if polite he is a
find their way around the city, while her gaggle of mine of information about the various soldiers and
young serving girls rush around making sure the caravans themselves.
everything gets done.
Koruspatt is a notorious gossip and knows half the
city’s business. If you want to keep a secret, don’t tell 7. Alocoth’s
patt! More of a workshop, Alocoth makes magical
armour. He lives in the Sages’ Quarter but has found
so many customers in the Merchants’ that he has set
3. Seleghen’s Store up shop here.
A thin, needle-nosed man, Seleghen will be He has something of an order book, so this squat,
friendly to the PCs and help them with whatever friendly wizard will not simply be able to whisk up a
supplies they need, but nothing too exotic. He mainly suit of +1 platemail. However, if the PCs are in the
serves the men-at-arms and tends to hear about market, talking to Alocoth is a good place to start.
various caravans and their comings and goings.
He has a notice board in the store for the caravan
guards to leave messages for each other.