Page 52 - D&D - Player's Handbook
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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 Lords' Alliance, it is the marchion
                                                           who negotiates with his fellow lords. Thus far, Selin
                                                           Raurym has proved far more capable than his predeces-
                                                           sors 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 ore hordes, though considered by some an
                                                           empty gesture, has brought Mirabar more advantageous
                                                           relationships with Waterdeep and Baldur's Gate, some-
                                                           thing 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 pro-
         MIRA BAR                                          vides swift and capable defense and law enforcement
                                                           within the city. The wealth of Mirabar is so great that it
         Mirabar is a human city that rests atop dwarven cav-
         erns. On the surface, humans dominate the population,   maintains docks, ships, and fortified harbors on many
         with some dwarves mixed in, and a handful of gnomes   of the islands in the S ea of Swords, and as such the
         and halflings. The uppermost level of the undercity is   city is always seeking magical and military support for
         mostly dwarves, with some few humans. The mixing   these defenses. Where other cities might use such vast
         of races is due to convenience of trade, preference, or   mountains of coin as Mirabar possesses on shows of
         skill; just as some few humans like to mine, to imbibe   prosperity, Mirabarrens use it for more functional goals,
         strong dwarven drink, and to work underground, so do   making sure that the city's defenses are new, that its
         a minority of dwarves take to the open sky, doing dock   gates close securely when they are moved, that its build-
        work, or even manning and building ships. The lower   ings and walls are strong and secure. Given the recent
         levels beneath Mirabar are all dwarven, as even the   destruction of Sundabar's surface city at the hand of
         most dwarf-like human can live so deep below ground   ore armies, such expenditures are well justified, since
         for only so long. Almost all of its citizens, regardless   no one in Mirabar wishes to see the surface city wiped
         of race, honor Moradin and the dwarven gods, making   out.  It would simply be bad for business. Mirabar spares
         Mirabar a dwarven city in spirit and ethics, if not   no expense in defending its wealth, and hires as many
         entirely by population, much in the way my own Silvery-  mages and adventurers as necessary to clear threats
         moon speaks to elven ideals of natural beauty.   away from roads, investigate sabotage, and otherwise
                                                          protect its vital trade.
          Long ago, the great dwarven kingdom of Gharraghaur
        stood to the west of Delzoun, delving mines near the   With the rise of Mithra! Hall in the last century, and
        River Mirar and finding great, near-endless veins of   now Gauntlgrym, Mirabar fears its place as the armory
        gems. Like many of the dwarven realms, Gharraghaur   of the North is at risk. 'The miners, smelters, and smiths
        fell to marauding ores, which destroyed the kingdom   of Mirabar work ever harder to increase their output and
        and its capital city but couldn't take advantage of the   improve their craft, while the jewelers and enamelers
        wealth therein. For millennia the lower city lay empty,   study ways to incorporate ancient techniques of melding
        until some eight hundred years ago, when Prince Ere-  dwarven, human, and elven designs together in their
        skas of Arnn settled the same spot, creating the city   work, in the manner of old Phalorm.
        of Mirabar (coincidentally echoing the dwarven "-bar"   Mirabarren (or to some, just Mierren) dwarves like to
        naming convention used for citadels throughout the   cultivate long, wide (as opposed to tapered or pointed)
        North). It was only when dwarves returned to work   beards and tight braids of hair growing elsewhere than
        the mines below that Mirabar began to see its for-  on the chin, a fashion copied by some local humans.
        tunes increase.                                   They love polished, everbright-treated sheets of metal,
          Mirabar is ruled by its hereditary marchion, Selin   particularly copper, used as doors or mirrorlike wall-
                                                          panel inlays. They often set gems into the pommels
        Raurym, who issues edicts fed to him by the Council
                                                          and nonworking ends of tools and weapons. Mierren
        of Sparkling Stones. The council is a group of dwarves
                                                          dwarves tend to be wealthy, to have personal collections
                                                          of unusual and rare gems, to use seals made of gems
          EVERBRIGHT
                                                          carved into signet rings, and to be investors in ventures
          The dwarves were the first to discover the secret of treating
                                                          (rather than property) up and down the Sword Coast.
          their metal with everbright. The technique has  been  imi-
                                                          They are sophisticated and worldly, and they decry the
          tated by other races, to varying degrees of success. Armor,
          weapons,  and other metal objects to which everbright is   isolationist and xenophobic attitudes of some dwarves.
          applied  maintain their luster without needing to be  pol-  Mierren dwarves demonstrate their own broader
          ished, and  are resistant to natural  (and, in  some cases,   attitudes by being the diplomatic traders and power
          magical)  pitting, rusting, and tarnishing.     brokers in trademoots and agreements in Fireshear and
                                                          Neverwinter and everywhere else they can worm their
        CHAPTER 2  I THE SWORD  COAST AND THE  NORTH
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