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Instant Mirabar

Bastion of the North

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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© 2020 Black Halo Games Ltd Instant Mirabar 1


18. Kinibrik the Pawnbroker .....................................10
Contents 19. House of Chance .......................................................10
Contents ........................................................................................... 3 20. The Listening Post ...................................................10
Introduction ................................................................................... 4
What We Know ............................................................................. 4
Mirabar Basics ......................................................................... 4
Undercity .................................................................................... 5 Art acknowledgement: The main map was produced
Law and Order ......................................................................... 5 by diabolicsquid on Fiverr.
The Quarters .................................................................................. 5
Quick Guide ............................................................................... 5
Castle Quarter ..................................................................... 5
Mining Quarter ................................................................... 5
Smiths’ Quarter................................................................... 5
Traders’ Quarter ................................................................ 6
Stonemasons’ Quarter ..................................................... 6
Merchants’ Quarter ........................................................... 6
Jewelers’ Quarter ............................................................... 6
The Lizard Quarter............................................................ 6
The Sages’ Quarter ............................................................ 6
Street of the Coin ......................................................................... 8
Overview .................................................................................... 8
Map Key ...................................................................................... 8
1. Balamgha’s Forge .......................................................... 8
2. The Journey Rest ........................................................... 8
3. Seleghen’s Store ............................................................ 8
4. Girnik’s .............................................................................. 8
5. Bottom of the Barrel .................................................... 8
6. Recruitment Hall ........................................................... 8
7. Alocoth’s ........................................................................... 8
8. The Yew Branch............................................................. 9
9. The Belfry ......................................................................... 9
10. Fhalgarap Merchant House.................................... 9
11. Jelaborkas’ Wagon Builders .................................. 9
12. Treasure Chest Jewelers ......................................... 9
13. Medri the Oil & Coal Merchant ............................. 9
14. Belk’s Tannery ............................................................. 9
15. Tronfarth’s Stable ...................................................... 9
16. House of Kulaef ........................................................... 9
17. House of Bryonobi ..................................................... 9

© Black Halo Games 2020. instant Mirabar 3


Introduction
navigating the streets before finding the next gate
through the inner wall.
It is also proposed that the outer ring contains
This is intended to be a fast start guide to Mirabar approximately 125 blocks of buildings, and the inner
which is consistent with canon for DMs who simply area about 80, with about 40 buildings per block. This
want to be able to take their PCs through an authentic would align well with a population of a little over
Mirabar without having to do any work. 10,000 or more, although a sizable amount of the
Provided within is: population are dwarves living underground.
The narrow, cobbled streets are lined with “tall,
What We Know: a quick roundup of what the city is slate-roofed buildings of fitted stone.”
like from known supplements. The streets themselves are arranged in a roughly
radial pattern. “The streets narrow as one goes
The Quarters: an added section outlining some towards the center of the city, and then they end at a
Wards of the city, known as Quarters. wall. There’s a circular street running around the ring
wall to a staggered entrance, where another street
Street of the Coin: an instant block or so of Mirabar starts. … The observant traveler will see an image
with 20 locations for a party to stay in and explore. carved in the wall at the head of each street, so one
can find the Street of the Griffon, the Street of the
What it is not: This guide is not intended to be Manticore …”
comprehensive, long or detailed. A map is provided
which is to allow a DM to create their own areas and It is also stated that, “The land around the city is
add their own locations, streets, etc. as required by littered with mine heads, open quarries, and heaps of
their campaign. It is purposefully left empty. slag and waste rock.” and that, “It’s linked by good
With this in mind it is easy to see why the page roads to its major mines in the Spine of the World.”
count is not long! This suggests that the city itself is essentially a
gigantic factory, in constant motion with the

What We Know emphasis on utility rather than leisure or comfort,


“Northgate is where the mine wagons rumble in and
out almost ceaselessly;”
Furthermore, the city is filled with the homes of
Mirabar Basics miners as well as the homes and hundreds of
businesses of various artisans, “… many, many
smithies, metalworkers, enamellers, chasers, etchers,
The main supplements and novels which deal with
stonemasons, and so on …”
Mirabar are:
So raw materials arrive in the city via the
Northgate, from the mines in the mountains, such as
• Volo’s Guide to the North
stone, metals and gems. It is assumed that the
• The Thousand Orcs smelters are also based at the mines, so it will be
metal not ore that is brought. They are then
From Volo’s Guide to the North we know that
processed according to supply and demand into a
Mirabar is a huge and ancient city with “sloped walls
miriad of different goods from trade bars of
as thick through at the base as many city blocks in
adamantium to clockwork copper dragons. Then
Waterdeep.” This is huge. Not only that but there are
these various trade goods are traded in the city to
at least two of them: “The city is set within concentric
various merchant houses, most likely for grain, horses
rings of defensive walls so that besieged defenders
and other commodities the city needs and doesn’t
can fall back from the outer wall without leaving the
produce. Then the goods are shipped out along road
city unprotected.”
and river to be sold elsewhere.
To travel through a wall that thick on foot would This should give us a good idea of what sorts of
take a minute or so. This is a tunnel through an
establishments to expect to see in Mirabar.
immense stone wall, likely with multiple portcullises
and murder holes throughout. And there a number of
such walls.
For the purposes of creating an instant Mirabar, it
is simplest to propose two concentric walls, an outer
ring wall and an inner city wall. But the gates do not
align, so entering a gate in the ring wall will entail
© Black Halo Games 2020. instant Mirabar 4
Undercity The Quarters
“The city has six subterranean levels: the First
Below, the Second Below, and so on. Ultimately, they From here on in, we depart from canon and bring
connect with the Underdark via many branching, our creations to the jewel of the north. The first of
descending passages.” these is the creation of quarters to give some
This connects up to the city via Undercity Square, structure for visitors.
which we have placed in the inner wall of the city, There is no hard boundary where one quarter
given its importance. The entrance to this is via firstly starts or ends, they are more rough districts known
a staircase, then a pulley operated lift, and then for their particular flavour.
various gates. Here is a brief rundown of each quarter.
Given that there are many dwarves who live and

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.

© Black Halo Games 2020. instant Mirabar 5


There is little in the way of leisure here, and most This is where diamond houses and jewelry
premises deal in the hard practicalities of working workshops can be found behind securely closed
metal such as tools, coal and labour. doors.
This quarter is strongly affected by various
seasons, such as the wedding season which can often
Traders’ Quarter govern how trade will flow. There is everything here
from gem wholesalers to fine artisans of expensive
Once the artisans of the Smiths’ Quarter have
artwork.
produced their goods, the traders here purchase them
for trade elsewhere typically in coin, but it is not
unusual for barter to be preferred in a city awash The Lizard Quarter
with gold.
These traders often have fixed contracts for It is true that Mirabar is often a city of bland
certain goods and will then take them by road to routine and hard work, with little in the way of
Luskan. Sometimes they are sold elsewhere in the leisure. The Lizard Quarter however is the one
city, possibly to the Merchants’ Quarter. exception to this, and because of the proximity of the
Stone comes through the Sunset Gate from the garrison in the East Gate, a crop of taverns and
mines to the west to be passed to the stonemasons gambling dens can be found here.
nearby, worked and then sent back west to Luskan. A ‘lizard’ is a Mirabarran nickname for one of sloth
Hence, this quarter is also home to a number of who spends his time in indolence. Of course the
wizards and sorcerers who work with the traders in soldiers have little to do in time of peace and can
magically floating the stone along the Blackford Road. often be found whiling away their evenings at one
vice or another.

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.

© Black Halo Games 2020. instant Mirabar 8


8. The Yew Branch 13. Medri the Oil & Coal Merchant
Pocogrofas is a hurried druid. He is a human in his Medri is a joking dwarf who mainly trades
thirties, with a long unkept beard and haunted eyes. quantities of coal from the mines to other cities and
The shop is for herbs and healing potions and the like. within the city. However, he has a small shop on the
He is a victim of his success and is constantly making side from where oil and coal can be bought in smaller
various potions for the caravaneers. He can sell to the quantities.
PCs but they may have to wait a day.

14. Belk’s Tannery


9. The Belfry Leather armour, boots and saddles are made here
A tall, four-storey inn with narrow rooms and by a smart and bearded human who caters to the
staircases. The proprieter is Lozas, a retired wizard caravan trade. His skill is such that his armour is
who is appears slightly unhinged. It appears that one often sought after for making magic armour, and he
or two serving boys run around the place, but the will work with those in the Sages’ Quarters to do so,
place is a maze with numerous back staircases and however this is not a common occurrence.
secret doors.
The rooms are nice though and the prices
reasonable, although the inn itself seems like it may 15. Tronfarth’s Stable
be leaning into the street.
There is precious little room in the city for horses,
so Tronfarth, an enormous bearded man, looks after
10. Fhalgarap Merchant House horses here and often trades as well. He often sends
to Belk for saddles and the like.
The richly appointed property is the premises of Tronfarth is the veteran of several wars with the
an association of merchants, who specialise in trading orcs, but has had his fill of killing now, and prefers to
in stone for buildings, and in naval defence. They have tend to the horses.
much business with Luskan and are constantly trying
to get information about the chaotic pirate city, and to
make and break deals with whoever is on top of the 16. House of Kulaef
pile.
The holy symbol of Moradin, a hammer and anvil
They have plenty of work with magically floating
is displayed of the doorway of this fine house.
stone to Luskan, and with ever-changing flux of
Although there are few temples in Mirabar, there are
negotiations with the gangs of criminals who control
a number of clerics who tend to an area of the city,
their trade route.
offering healing and similar services.
Kulaef is a priest of Moradin and is often in
11. Jelaborkas’ Wagon Builders demand in the local area. He is home about 25% of
the time.
A large workshop where Jelaborkas and his boys
build and repair wagons. There is much shouting and
joking in the workshop and they are kept busy by the 17. House of Bryonobi
trade in the quarter.
The wealthy merchant Bryonobi is as out of place
in Mirabar as one could be, a female wood elf who
12. Treasure Chest Jewelers began as a guide into the Spine of the World
mountains, soon began finding locations for mines
A gnomish married couple, Varlister and Houriki there and became wealthy from the claims she had
run this jewelry store. Although they offer traditional staked.
supply of jewelry and will buy and sell if they think Although the male and dwarf oriented merchant
it’s not stolen, much of their trade is with supplying houses may turn their nose up at a lady wood elf in
items for material components for spells, such as their midst, her wealth and business acumen has
diamonds. As such they have contacts in the Sages’ demanded their respect.
Quarter and in Neverwinter and Waterdeep. She is quite likely to become a patron of the PCs
and she has hidden ties to Waterdeep, having once
been a member of the Grey Hand.

© Black Halo Games 2020. instant Mirabar 9


18. Kinibrik the Pawnbroker
A half-crazed tabaxi rogue turned fence turned
pawnbroker runs this cluttered little shop where the
PCs can sell most things, and buy what others
couldn’t afford to keep.
He is happy to value any items the PCs bring in
and will even buy and sell magic items on occasion,
however he will drive as hard a bargain as he can get
away with. He still loves a “steal”.
Kinibrik’s eyes are different colours and his hair
sticks out at odd angles giving him a mad look. Odder
still he wears a pork pie hat. The shop is alive with
domestic cats of all stripes who seem to follow the
PCs around.

19. House of Chance


Gambling is legal in Mirabar, and the dwarf
Ealdtheoth has made a business of it. Various games
are played here, but there are only four tables,
making this a small affair.
High stakes are rare, and if more than 100gp
changes hands it is a very unusual night. Card playing
here is more of a past time, and not for winning large
quantities, much less professional gambling.
Ealdtheoth is quite personable and tired of mining
and decided to do what he enjoyed – games of chance.

20. The Listening Post


Tonceo is a burly female wizard, who wears a
huge floppy hat. Her business is sending messages.
She uses the Sending spell (and scrolls) to send
messages for 75gp each. She began sending messages
to Luskan for the Fhalgarap Merchant House but soon
found that many others also wanted messages sent
around Faerun, and decided to set up shop.
She is entrusted with a great deal of information,
and is reknowned for keeping secrets.
In addition to Sendings she has contacts in other
cities on the Sword Coast who will do small tasks for
her if she sends them a message, and she also has a
small number of human messengers who will carry
physical messages for her which cannot be sent via
spell.
When business is quiet she often goes wandering
in the woods nearby.

© Black Halo Games 2020. instant Mirabar 10

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