Mirabar
(MEER-ah-barr)

Population: 19,000 men and 4,000 dwarves

Government: Elastul Raurym, Marchion
of Mirabar, a fat, lusty, red-bearded man
who loves pleasure and money.

Royal Badge: an upright, rust-red,
double-bladed axe with a pointed haft and a
flaring, flat base set on either a black or purple
field (on ships? pennants, it appears on
white).
 

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.

The Council of Mirbar meets each fall in
the Hall of Sparkling Stones to determine
where and when to sell their metal, mindful
of who will use it to forge weapons to make
war on whom.

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.

Militia: 950 men mounted on ponies in
summer and trained rothe in winter. Merchant
families maintain house guards, adding
another 500 foot soldiers.
 
 
- - - -
FR5 The Savage Frontier - Forgotten Realms - 1st Edition AD&D

The richest city north of Waterdeep is Mirabar,
chief mining center of the North. The
Mines of Mirabar provide almost all known
metals, in vast quantities, and are guarded
from orcs and the monsters of the peaks by a
standing army of almost a thousand men who
ride mountain ponies in summer and trained
rothe in winter. The rich, cold grey stone city
is surrounded by mines. The worked-out
mines to the west and south of the city, across
the Mirar, are now used to quarry building
stone and rubble to shore up the evercrumbling
gravel roads that carry Mirabar?s
metal wealth south and west to the rest of
Faerun. Mirabar's Councillors meet each fall
in the Hall of Sparkling Stones to determine
where and when to sell their metal, mindful of
who will use it to forge weapons to make war
on whom.

Over the Council rules Elastul Raurym,
Marchion of Mirabar. His bodyguards all
sport armor plated with platinum, number
sixty-four, and are commanded by four
?hammers? (6th level fighters), Djassar,
Hulmm, Kriiador, and Turvon.

The city is noted for its ever-hot forges and
fine gems, and is crowded with grim men
(some 19,000) and even grimmer dwarves
(4,000 strong). The Royal Badge of Mirabar is
an upright double-bladed axe with a pointed
haft and a flaring, flat base, of rust red hue. It
is usually displayed on a black field, but sometimes
on a purple field, and (on ship pennants)
on white. Mirabar's merchants own many
ships based in Luskan.