Base Requirements

  • Races: Human, Dwarf, Gnome
  • Classes: No Rangers or Druids
  • Ability Requirements: Fitness 12
  • Alignments: Any
  • Starting Cash: 2d6 x10gp
  • Bonus Languages: Northern
  • Recommended Languages: Bothii, Dethek, Gnim, Illuskan


  • Weapon Slots: By class
  • Non-weapon Slots: By class
  • Available Categories: By class, plus Craft and Detection
  • Bonus Proficiencies: Gem Cutting, Mining, Stonemasonry, Survival (Underground)
  • Required Proficiencies: none
  • Recommended Proficiencies: none
  • Forbidden Proficiencies: All Pastoral Proficiencies

Overview: Mirabar has a reputation as being the mining center of the Sword Coast. Splendid gems, intricately-clever metalwork, and forge bars of the purest metals comes from Mirabar. Unfortunately, some consider the terrain to be ruined by excessive mining. Indeed, the landscape is pockmarked with mines, quarries, and other scars of industry.

Mirabar’s population is a mixture of humans, dwarves, and gnomes, and they enjoy a high degree of cooperation and harmony in their mining trades.

Description: The adventurers of Mirabar are practically walking advertisements for their home. They favor any sort of metal armor, most often tastefully decorated with gems and semi-precious stones. Mirabar adventurers almost always carry a sword of some sort as their primary weapon. The exceptions to this are the dwarven warriors of Mirabar, who favor hammers and battle axes.

In concession to their cold climate, the people of Mirabar wear furs and fur cloaks that they have imported from other regions. These, too, are decorated with gem-encrusted clasps.

Role-Playing: Harsh and unsophisticated are among the most commonly used words to describe these people. They seldom employ subtle tactics. The simple pleasures are all these folks want: a warm meal, a safe place to sleep, and a little gold for spending.

Special Abilities:

  • Coming from a mining and forging area has advantages. When purchasing initial equipment, metal armor (chain, plate, splint, scale) costs 20% less than normal, as do metal shields, helms, and melee weapons.
  • Mirabarans can choose one of the following non-weapon proficiencies for free (in addition to the bonus proficiencies listed above): armorer, blacksmithing, or weaponsmithing.
  • Because of their regular conflicts with such creatures, Mirabarans recieve a +1 bonus to hit against orcs, goblins, hobgoblins, and kobolds.

Special Disadvantages:

  • Some NPCs that protect or worship nature are less than impressed with Mirabar’s haphazard mining tearing up the land. All reactions with such NPCs suffer a -2 penalty.
  • The dwarves and gnomes of Mirabar are not as resistant to magical attacks as their peers. Their normal saving throw bonus associated with their Health score is reduced by 2. So a Mirabaran dwarf with a Health of 12 has only a +1 bonus, not the usual +3. This penalty does not reduce the bonus to less than 0.

Return to Homelands.


Ruins of Adventure Brand_Darklight Brand_Darklight