The Adventurer's Guide to Obsidian Bay
Obsidian Bay is the heart of our campaign: it's where some of our greatest adventurers have taken place, and even now, when our oldest characters have the power to travel between planes, it is the place they retire to to rest, relax and rebuild.
Chapters
- About the Campaign
- Pomarj Geography
- About Obsidian Bay
- Politics
- Society
- Military
- Magic
- City Layout
- Beneath the City
- The Domain of Obsidian Bay
- Enemies of the Free City
Appendixes
1. About the Campaign
The Obsidian Bay Campaign Setting is located within the larger World of Greyhawk setting for Dungeons & Dragons. Greyhawk is one of the original D&D setting, created by Gary Gygax at the dawn of the RPG hobby.
The World of Greyhawk takes place on a world known as Oerth, in a civilized land called the Flanaess. Its technology is largely late-medieval, pre-Renaissance, although there are a few exceptions. Gunpowder does not exist -- and is incapable of working -- on Oerth.
Greyhawk is a low-to-medium magic setting -- there are not hedge wizards in every village nor are magic items bought in sold in common bazaars. The common country folk know of and perhaps fear magic, but do not see it practiced every day. In the larger cities -- such as the setting's namesake city of Greyhawk -- there are guilds and organizations dedicated to the study of arcane magic, as well as temples given over to the worship of gods. But even here, in a city once governed by an archmage, near a castle that once imprisoned nine demigods, it is practiced and commanded, but never sold like some common commodity.
Similarly divine power is felt throughout the Flanaess, but intervention by the gods is limited to prayers answered through deific agents. Through mutual agreement, good and evil gods rely solely on their clerics to carry their word and spread their worship. The only exceptions to this are the demigod Iuz, who is a native of Oerth and thus immune to the conditions of the pact, and St. Cuthbert, a lesser god some believe has been granted permission by the good and neutral gods to counter Iuz's threat.
The major difference between Greyhawk and other campaign settings is the focus on the importance of the player characters. While truly great and powerful mages exist, they rarely intervene directly in the affairs of player characters.
While Gygax created Greyhawk, we created Obsidian Bay. The city originated in Ken Newquist's college campaign in 1993, and has been evolving steadily ever since. The city-state is located on the Pomarj peninsula, located near the center of the Flanaess. The city was founded by adventurers and remains dominated by adventuring guilds. It's a place where player characters can and do make a difference, where freedom and prosperity is balanced on a razors edge against tyranny and death. It's a place of heroes ... and it's a place we're proud to call home.
2. Geography of the Pomarj
Obsidian Bay is located on the Pomarj, a peninsula found near the center of the Flanaess. The Flanaess itself is the "civilized" northeastern portion of the large continent of Oerik, which is located on the planet of Oerth. Oerth has two moons -- Luna and Celene -- which orbit it; the planet itself orbits an unnamed yellow star not unlike our own.
It is bordered to the west by the Principality of Ulek, the only country in the Flanaess ruled by dwarves. To the northeast lies the Suss Forest and the elves of Celene while its northern border abuts the anarchistic land of the Wild Coast. The northern coast of the peninsula borders the Wooly Bay, while the southern coast borders the great Azure Sea. The Garnet Strait comprises the eastern shore and separates the Pomarj from its mirrored twin, the Onwal peninsula.
The center of the Pomarj is dominated by a series of severe hills known as the Drachensgrabs, which themselves are ruled by a series of volcanic mountains. These volcanoes are largely inactive, but do occasionally rumble from time to time. The Drachensgrabs are perhaps best known for the sprawling subterrean construct known as the Obsidian Maze. Carved from the mountain by unknown mages long ago, the magical dungeon is populated with all manner of monsters, cults and factions which constantly fight for control of its myriad levels.
The southeastern reaches of the peninsula are covered by grassy plains known by the inhabitants of Obsidian Bay as The Great Southern Plain. While there are a few scattered human settlements, most of this area is populated by wandering monsters and humanoid tribes.
The Pomarj is located in sub-tropical latitude, and experiences weather that combines the heat, humidity and storms of Florida with the occasional fierce winters of North Carolina.
High temperatures during the summer range from 90 to 95 degrees, with high humidity and frequent rain storms. Winter temperatures fall between 40 and 50 degrees and while snow is rare along the coast -- winter precipitation is usually in the form of sleet and freezing rain -- it does accumulate in the hills and mountains.
3. About Obsidian Bay
On the black, volcanic shores of a barbaric peninsula lies a civilized jewel, a city the providing the sole source of hope in a land filed with monsters both mundane and magical.
It is Obsidian Bay, and for decades it has called to those with glory in their hearts and adventure on their minds, in a quest to reclaim the demon-haunted wilderness of the Pomarj in the name of civilization.
It is a city-state, governed by a hereditary Lord Mayor and three democratically elected councils. It is home to nearly 28,800 souls, most of whom (79%) are human. It has significant populations of dwarves (7%), gnomes (4%) and elves (4%) as well as a smattering of other races
The Obsidian Bay measures little over 1/2 mile in diameter, and is surrounded by a 30 foot tall city wall. The city is supported by an underground aquaduct that runs from the village of Waterton, located about 3 miles outside of the city. It also boosts an extensive sewer system.
The city life is dominated by myriad guilds, from humble organizations for lamplighters and longshoremen to powerful adventuring groups and entrepreneurial business guilds. Wealth streams through the streets of Obsidian Bay. Riches were originally brought in by adventurers plundering the depths of the once-lost labyrinth of the Obsidian Maze or the land's myriad forgotten mines and fortresses, but more recently trade has been the city's primary source of income. The city's burgeoning wealth and its notable adventuring class have transformed the city into one of the gems of the Flanaess.
4. Politics
The founding of Obsidian Bay by adventurers wrecked havoc with the conventional feudal social structure, and what remains is dominated by what could be called mercantile feudalism.
The city is ruled by a hereditary Lord Mayor. His sanction is descended from that of Samuel "Battleaxe" Longriver, the former Nyrondese noble and leader of the Griffins Guild when it founded Obsidian Bay. The mayor serves as the executive and leader of the city. Gabriel Longriver, grandson of the founder, is the present Lord Mayor.
Legislative powers fall largely to the three Council, the Council of Holds (representing land owners), the Council of Guilds (representing the citiy's various guilds.) and the Council of Commons (representing the free people of the city). Each is presided over by an elected leader known as a Lord Speaker.
The Councils vary in size. The Council of Guilds admits the master of any guild with more than 100 members and presently has 34 members. The Council of Holds consists of a 50 members-at-large elected by property owners, and the Council of Commons contains 10 elected representatives from each of the city's six major quarters (Strange, Wharf, Mudsitters, High, Shield and Adventurers) as well as 10 members-at-large.
5. Society
Obsidian Bay's society is viewed with a mixture of awe, respect, horror and bewilderment in neighboring countries. There is no formal aristocracy -- the only truly hereditary ruling position in the city is that of Lord Mayor. However, there is an informal one, based on power and wealth rather than blood and history. Individuals at the pinnacle of accomplishment in industry, trade and agriculture grant themselves the titles of Lord or Lady -- it is up to their peers in the city to acknowledge or ignore the title based on their understanding of an individual's power. A peasant slipping on a dirty burlap sack in the Mudsitters District could call himself a Lord ... but none but the insane would acknowledge him as such.
Intermingling with these self-proclaimed, peer-sanctioned Lords and Ladies are a handful of other powerful figures within Obsidian Bay. These typically include the Lord Speakers of the city's Councils, the masters of its greater guilds, the leaders of its largest churches, the commanders of its armed forces, and the most notable and accomplished of its adventurers. These are the figures that -- rhetoric and niceties aside -- truly control the city.
Below this topmost tier is a middle class that's both more prominent and larger than its counterparts in other major cities. This is do almost entirely to its adventuring subclass, which have been -- and continue to be -- the engine that drives Obsidian Bay.
Their quests into the peninsula's interior -- be it to discover ancient fortresses, find lost mines, battle humanoid tribes or explore the depths of the legendary Obsidian Maze -- have resulted in an erratic, but powerful stream of knowledge and gold flowing into the city. These surges of reclaimed treasure, combined with other riches brought back by these adventurers during their quests to other parts of the Flanaess and indeed, to other planes of reality, provided the initial core of wealth needed to support industry in the city. Over the years, the city's economy has diversified, and robust trade with other states on the Azure Sea, as well as Obsidian Bay's own expanding population, have made it less dependent on adventurers.
Below this respectably-sized middle class is another oddity of Obsidian Bay is the large number of freemen in the city. This oddity owes its existence to two factors: the strength of its guilds and the wealth brought in by its adventuring subclass. Nearly a half of those living in Obsidian Bay can rightly be called freemen and almost all of these belong to some sort of guild, be it business, trade or service, and all are able to vote in the elections to elect someone to the Council of Commons.
The remainder of the city's population are serfs, individuals formally bound through contract, oath or tradition, to serve some individual or organization. Typically they rely on their masters for food, lodging and coin, which are given in exchange for certain services, be they farming, animal husbandry, or servants' work. They are not slaves, but their poor economic positions prevent most of them from ever seeking out anything greater than their (or their parents, or their grandparents) lot in life.
6. Military
The modern military of Obsidian Bay is a far cry from the ragtag bands of adventurers and militia that defended the city in its early years. It is comprised of nearly 3,000 individuals about half of which are full-time soldiers of one kind or another.
Technically, the entire military is under the leadership of Obsidian Bay's Lord Mayor, Gabriel Longriver. However the majority of the day-to-day operations of the military is handled by the city's Supreme Commander, the Lady General Illandra Mooresend. Mooresend oversees a military comprised of very different -- but all capable -- military groups.
The largest of these is the Army of Obsidian Bay, a standing force of 800 soldiers, 600 of which are infantry, and 200 of which are light cavalry. It is the city's core military force, and is used primarily to combat large humanoid incursions. It is led by General Kasdan Harding, (Cleric 8 / Paladin 5) a follower of Heironeous and a skilled combatant.
Approximately 500 of these soldiers are permanently attached to a division known as the Obsidian Bay Expeditionary Force, which is used as a pro-active force for stemming possible threats from the Orcish Empire and other enemies. It is commanded by Field General Stephan Warrick (Fighter 11) and is presently stationed in Blue, where Warrick is the military governor, and its forces are being used to maintain civil law.
Maintaining the peace in Obsidian Bay and its neighboring towns is the City Guard. It contains 800 guardsmen, of which 500 are stationed in Obsidian Bay, 100 are in Waterton. Its commander is Field General Alex Bander (Fighter 10).
The Navy of Obsidian Bay consists of two war galleys, three light galleys and several coastal skiffs. Its primary task is to defend Obsidian Bay's harbor from pirates and to fend off any underwater threats. It is commanded by Admiral Quin Windsor, who succeeded the legendary Admiral Sterrick Jacobin, who was slain by assassins during the Fall of Obsidian Bay in CY 588.
Rounding out the formal military presence in the city are the Knights of Obsidian Bay. The Knights, who are granted their titles by the Lord Mayor, are divided into three orders: The Knights of the Shield, who assist in defending the city, the Knights of the Sword, who patrol the Domain, and the Knights of the Fist, who are used for sundry assignments including, but not limited to, raids into orcish territory, clandestine missions for the city, and strikes against specific military targets. It is lead by Lord Knight Jakob Masterson (Fighter 6 / Cavalier 7), Knight of the Sword. The Knights membership currently stands at 52 individuals.
The city also relies on two informal sources of military power. The first is the Citizens Guard, a 500-men strong contingent drawn from the ranks of the city's adventuring guilds and supplemented by the best of the city's Militia. These volunteers supplement the regular army with magical and mundane might, and have often proved to be the margin between victory and defeat. In addition to much-needed magical prowess, the Guard also brings with it certain unique assets, such as the high-flying scouts of the Griffins Guild's namesake griffins, or the Blackrazor Guild's ornery, but useful, wyverns. Some members of the Citizens Guard maintain commissions in the regular army and as such, often end up commanding combined units of regular army and Citizens Guard units. Its present commander is Jaxom Goldstrike, of the Invincibles Guild. He holds the title of Field General.
Finally there is the Militia. All males over 16 are expected to serve in the Militia should the need arise, and the city regularly summons up to 300 randomly selected members of the adult male population to train in basic combat techniques such as marching in formation or wielding a spear. As a result, in times of war, the city can supplement its professional military and Citizens Guard units with 2,000 trained militiamen. The present commander of the Militia is Field General Oldern Rendor (Fighter 9).
7. Magic
Magic has long flowed through the streets of Obsidian Bay. One of its founders was an archmage, the city's numerous adventuring guilds have already relied on magical ability to supplement physical might.
Foremost among Obsidian Bay's magical traditions is the Guild of Wizardry, established at the city's founding. It has served as a training ground for many of the city's fledgling wizards as well as a few notable sorcerers and bards. While membership in the guild is not required to practice magic in the city, most mages join it for the resources that it offers.
Most of the guild's membership also belongs to an adventuring guild -- with the Griffins and Starfire Guilds having the greatest representation -- and as such, they are no strangers to combat. Many have helped to defend the city as part of Obsidian Bay's elite militia group, the Citizens Guard or more directly as members of the Army of Obsidian Bay. Others have served as members of -- or auxiliaries to -- the City Guard, ensuring the city is blessed with a proper response to magical invasion.
Mages and sorcerers assume other roles in the city as well, using their magic to advise the rich and powerful, protect or enhance valuable buildings or undertake more eccentric pursuits, such as the preservation of rare tomes or taxidermy of unusual beasts. Others turn their powers inward, looking to further their own knowledge by questing for lost tomes or seeking gateways to forgotten planes.
The magical enterprises of Obsidian Bay come together in the city's Strange Quarter. The district is filled with practitioners of the arcane, from herbalists offering teas to cure bodily ills, to shamans selling talismans to heal mystical ones.
A few of the city's mages dwell in exotic, grand -- and well protected -- manor houses in the quarter, but most of the practitioners here are dabblers at best. The Strange Quarter draws more than its fair share of adventurers to its overcrowded streets, as well as other folks who like the smell of adventure without having to actually taste it.
A former staple of the Strange Quarter was the Obsidian Tower. It was raised early in the city's history by the archmage Robertson and tasked with the mission of preventing extraplanar assaults on the Prime Material Plane, particularly on the Flanaess. The black tower loomed over Obsidian Bay's southeastern corner for decades until CY 588, when the city was assaulted by a combined force of orcs, sahaughin, Scarlet Brotherhood troops and -- most dangerous to the tower -- seven Suel archmages (whom the Blackrazor Guild had been tricked into releasing from their centuries-long imprisonment as part of the larger plot against the city). The Suel assault, combined with the imminent fall of the city, forced the Tower mages to teleport the structure to a hidden location that remains undisclosed to this day. All that remains of the Tower are its ruined dungeon levels, all of which are protected against intrusion by powerful wards.
While the Guild of Wizardry and the Obsidian Tower have cast long shadows over Obsidian Bay's magical traditions, they are not the city's only organizations dedicated to the Art.
The College of Laughing Song, located in the city's High Quarter, is dedicated to the study of bardic lore and song, It's two-dozen odd faculty teach nearly a hundred students in the liberal arts, including history, art, music, politics, song and even a few rudimentary mathematics classes.
Only about a third of these go on to become formal bards, pursuing and finally grasping the magical power of song. The fate's of the rest varies. Some of the students are enrolled in the school by affluent member of Obsidian Bay's upper class so that they might get an enlightened education. Others, who don't have the knack to grasp the nature of musical magic, follow unexceptional paths, becoming wandering minstrels or playwrights. A lucky few find jobs serving as the house bards of some of the city's lesser nobility. Tuition is 40 gold pieces a month, but the school's alumni often help cover the bill for poor children.
The present dean and president of the college is Jonathon Elfbeard, a red-headed Oeridian half-elf (Bard 13) who has held his present position for nearly two decades
Much of the city's true bardic power lies in the college's alumni, who have formed the Amber & Blood Society. Named for the College's colors, the exclusive society is made up almost entirely of graduates of the Laughing Song and counts nearly 130 individuals among its ranks. A handful of these are non-graduates given honorary degrees by the college specifically so that they could be inducted into the Society. Many of the city's sages have intimated that the Society's secretive club house on the College's campus is home to ancient lore handed down through countless generations and finally set down in ink by the Society. Also rumored to be locked away are musical instruments capable of producing powerful magical effects, as well as other, more sinister relics recovered by the Society and locked away for safety.
The Order of the Broken Staff is a little-known group (at least in non-mage circles) comprised of mages who have rejected the Guild of Wizardry and the Obsidian Tower's dominance over magic in the city.
Membership in the group is by invitation only, and it maintains no formal hall or office in the city. The majority of those living in the city are unaware of the Broken Staff's existence, but most experienced mages know of it, and have encountered one or more of its bitter, angry members.
The total roster of this 60-year-old group is believed to be around 15 individuals. Very little is known about it's motivations, but it has never posed any sort of threat to the city or its inhabitants.
Those who eschew the rigid formality of the Guild of Wizardry may turn to the Tears of the Dragon, a new magical order that has arisen within the last few years. The Tears draw those with sorcererous inclinations and -- true to their chaotic nature -- have never organized enough to form a proper guild. Instead they meet haphazardly at the Bronze Dragon Inn, a Strange Quarter establishment run by an eccentric sorceress named Darleni (Sorcerer 12).
A more formal respite for sorcerers and bards can be found in the Starfire Guild, an adventuring guild comprised entirely of those who practice some sort of arcane magic. Most of its ranks are field with sorcerers and bards, who find their intuitive feel for magic compliments a variety of other professions. A few wizards can be found in the guild as well, but these are rare exceptions.
Both the Starfire Guild and the Tears of the Dragon have frosty relations with the Obsidian Tower and its allied Guild of Wizardry; both organizations look upon the lack of order in a sorcerer's chaotic weavings as a sign of possible weakness True, a few sorcerers and bards have joined the tower, but these are often cited as the exceptions that prove the rule.
8. City Layout
Obsidian Bay consists of an Inner City and an Outer City, each surrounded by a 30 foot tall city wall.
The Inner City is the oldest portion of Obsidian Bay and it is comprised of five quarters (though in Obsidian Bay, the term "quarter" and "district" are used interchangeably to describe the same sort of subdivision"). It is surrounded by a 30 foot tall, 10 foot thick city wall which was build 10 years after the city's founding, and served as its primarily line of defense until the Outer Wall was built in CY 591.
At its center is a large hill -- 50 feet tall, 700 feet long and 500 feet wide -- that has been sculpted into a plateau. It is known as the Griffin District, after the guild that founded the city, and it is home to most of Obsidian Bay's governmental offices. Included here the Lord Mayor's Mansion, the Great Hall (home to the city's three ruling councils), and the Palace of Order, which holds administrative offices for the city. Also found here is the Griffins Guild guild hall, which dates back to the city's founding, and served as home to its initial rulers. The entire district is surrounded by a 15-foot tall, 5 foot thick stone wall.
The Griffin District is surrounded by four subdivisions: the Wharf District, the Mudsitters District, the Strange Quarter and the High Quarter. Located on the southeastern side of the city, the Wharf District includes most of the city's artisans and industrial shops, warehouses, and the City Docks. The Docks typically hold about 50 sailing ships, with a half-dozen of those being warships belonging to the city. North of the Docks, near the center of the district, can be found The Black Gulch, a massive sinkhole created by Sven Kildare when he and his fellow Blackrazors as they tried to repel the combined Scarlet Brotherhood/Saughuin invasion of CY 588. The Gulch is 50 yards in diameter, and descends 500 feet below the city, where it passes through the city's rudimentary sewer system before joining up with deep cavern system the permeates much of the Pomarj. A city guard barracks is located just outside of the Gulch, and serves as a first line of defense against the occasional attacks by subterranean races who discover the Gulch.
The district also home to the Citadel of Law, the city's primary law enforcement facility. It is abutted by the Strange Quarter to the west and the High Quarter to the north: The district is also home to: The Church of Trithereon, the Professionals Guild, the Goldseekers Guild, and the Blackened Stump (an inn and tavern of ill-repute frequented by the infamous Blackrazor Guild).
Wizards and pretenders to that title dominate the Strange Quarter. All manner of eccentric shops, often trafficking in charms, potions and related quackery (few true mages hang out shingles in the district's open-air markets) can be found here. Also located here is the Guild of Wizardry, as well as several homes belonging to the city's arcane elite and the Ruins of the Obsidian Tower (which was magically transported to an unknown location when the city fell at the start of the War of Exile. The quarter is located in southwestern corner of the city, and is bordered by the Wharf District to the east, and the Mudsitters District to the north. The quarter is also home to: The Starfire Guild.
Home to the city's downtrodden masses, the Mudsitters District takes it name from the overflow of refuges who typically fill its streets when enemies threaten the country side. In recent years the district has grown somewhat more prosperous (and dangerous) with the revitalization of the Blackrazor Guild. The guild's membership owns an entire city block, and sends out regular patrols to keep the district's ruffians in check. It is located in the northwestern corner of the city and is bordered by the Strange Quarter to the south, and the High Quarter to the east. The district is also home to: the Orcslayers Guild, the Rallymen, the Temple of St. Cuthbert, Temple of Kord.
The majority of the city's rich and powerful live in the High Quarter quarter, which is located in the city's northeastern corner. It is bordered by the Mudsitters District to the west and the Wharf District to the south. The city's "lords" -- men and women of exceptional financial power -- often have manor houses in this portion of the city, which is also home to Obsidian Bay's finer theatre and dining establishments. The quarter is also home to Drake's Lake, a small fresh-water pond created as part of the city's aquifer project. It is surrounded by some of the most expensive property in all of Obsidian Bay.
The district is also home to: the Invincibles Guild, the Church of Heironeous, the Amble Theatre, and the Silver Palace.
The Outer City is a new section of the city, having only existed since the end of the War of Exile, when the city was liberated and its leaders decided that additional protected land was needed. It is comprised of two districts: the Shield District and the Adventurers Quarter.
The Shield District is home to Obsidian Bay's military academy and command office as well as numerous defense related tradesmen (including hostlers, fletchers, and blacksmiths). The district has two gates: the Triumph Gate, which is located on the Outer Wall and connects the district to the outside, and North Gate, the former main entrance to Obsidian Bay, now the primary entrance for the Inner City.
When construction of the then-unnamed Adventurers Quarter was announced, dozens of deep-pocked adventurers immediately began buying up land within it, almost instantly granting the quarter its name. Numerous eccentric shops -- usually founded by the adventurers themselves -- can be found here, as well as several taverns and inn catering to the city's highly esteemed mercenaries.
9. Beneath the City
The Aqueduct is the engineering marvel that helps to keep Obsidian Bay prosperous. It runs underground from the village of Waterton, which is located above a large, subterranean freshwater lake 22 miles outside of the Bay, and terminates in Drakes Lake in the city's High Quarter. Located next to the lake is the Obsidian Bay Water Authority, which loads the water in to huge barrels for delivery to businesses and residences around the city, a service for which it charges a respectable fee.
The Aqueduct is essential to the city's survival -- without it, its inhabitants would have to rely solely on rainwater -- and is heavily guarded. A contingent of the City Guard is permanently located in Waterton, and the aqueduct tunnel is protected by two smaller parallel tunnels. Four underground barracks and specially designed "water locks" accessing the main tunnel -- allow city guards to patrol underground.
The city would not be immediately crippled by the loss of the aqueduct -- many of its structures have cisterns for capturing rainwater -- but water shortages would begin within two weeks (perhaps less depending on rainfall). Rainfall alone, however, can not support the city's burgeoning population, and the long-term loss of the aqueduct would have harrowing consequences. The city's enemies are well aware of this -- indeed, in CY 593 the Despot Turrosh Mak sent his orcish legions to assault Waterton. They were turned back by a combination of the city guard and volunteer militia in what's now known as the Battle of Waterton Meadows.
Obsidian Bay's adventurer founders had no desire to walk through their own effluent. Taking a page from the Free City of Greyhawk, they constructed The Sewers, a rudimentary system of tunnels designed to carry waste down to the water's edge. Over the years, this caused obvious problems with contamination of the water, and the sewer system was upgraded, with shafts being magically dug out into the ocean, where the waste could then by pumped into the depths via a combination of magical and mundane means.
The sewers have been expanded several times over the last few decades, but not always to accommodate waste flow. Criminal organizations have always made use of the sewers either to store their loot or as a base of operations, and have added uncharted tunnels, passages and chambers of their own. At the same time, creatures tunneling up from the caverns below encountered the lower levels of the sewers, and expanded them as a part of their own realm.
Perhaps the most infamous of the sewers denizens was Bachly the Dark, who created his own magical hidden deep underground. The archmage, killed by adventurers in CY 581, was an ice elementalist and more than a touch insane. His lair -- which is hidden from detection by powerful anti-divination spells -- is said to contain all manner of ice-inspired magical creation, from ice golems to ice swords to poisons that freeze the blood with a touch.
A vast cavern system, comprised largely of volcanic lava tubes and chambers, permeates the Pomarjian underground. Obisidan Bay is no exception to this -- indeed, the lava tubes running from the Drachensgrab Mountains at the center of the Pomarj peninsula were responsible for the city's black beaches. Numerous caves -- some volcanic, some crafted by wave action, still others magically or hand-hewn -- can be found beneath the city's sewer level. Up until the Fall of Obsidian Bay in CY 588, connections between the caverns and the city's sewers were few. However, the creation of the Wharf District's "Black Gulch" changed that, and now adventurers have direct access to that level (as do the foul creatures lurking in those depths).
10. The Domain of Obsidian Bay
The City of Obsidian Bay rules over a considerably amount of land, known as the Domain of Obsidian Bay. It encompasses hundreds of miles of territory and one vassal city, the liberated pirate town of Blue. Its rule is not complete -- it exerts true control only the lands within two days ride of Obsidian Bay, and one day of Blue. But while imperfect, the Domain remains the single greatest force for good in a land long given over to evil. It presently contains approximately 45,000 citizens, of which 84% are human, 10% are dwarves, 5% are gnomes, and 1% are half-elves, elves, halflings or some more exotic race.
Geography
The Domain contains a wide variety of terrain. Traditionally it consists of all of the land contained in the triangle formed by Obsidian Bay in the southwest (on the shores of the Azure Sea), Mogelsville in the northwest (in the foothills of the Drachensgrabs) and Blue in the east (which sits on the banks of the Garnet Strait).
The majority of the Domain consists of sub-tropical grasslands, with the largest chunk -- in the southeastern portion of the Pomarj peninsula -- being known as the Great Southern Plain.
Obsidian Bay, on the southern edge of the peninsula sits atop rich volcanic soil left behind when the ancient volancos in the Drachensgrabs erupted and sent long tendrils of lava running to the ocean. The city's harbor, as well as many of the beaches running to the east and west of it, are comprised of strikingly beautiful black sand. The weather here is usually warm and temperate, although there can be occasional bursts of sleet and freezing rain in the depths of winter.
The land around Mogelsville is far less hospitable. Farmers in that town are barely able to raise enough crops to feed the town's citizens from the rocky soil of the Drachensgrab lowlands. The countryside around the town is punctured by mines -- both in use and abandoned -- which produce copper and iron for the Domain. The weather here is more extreme than along the coasts, and snow is common in winter.
The land surrounding Blue is fit for farming, but its fields are not nearly as productive as Obsidian Bays, not ever having had the volcanic blessing that the capital city received. It experiences somewhat more severe weather than Obsidian Bay, as currents from the Wooly Bay and Garnet Sea mix with that of the far-warmer Azure in the Strait of Garnet. This mixing, however, has created a bountiful breeding ground for aquatic species, and the city is able to make a good living fishing.
Settlements
Obsidian Bay: The capital of the Domain and home to the majority of its citizens. The city is ruled by Gabriel Longriver and has a population of 30,000. For more information, see Chapter 2: The Free City.
Blue: The second largest city in the Domain, and formerly a haven for pirates and other scum. It is now primarily a trade port, specializing in staple foods grown by its nearby farms and fish caught by its fishing fleet. It is also home to a handful of privateers, most of whom are pirates who decided to sign on with Obsidian Bay and raid its enemies (primarily the Scarlet Brotherhood's vassal states, including Onwall, Idee and the Hold of the Sea Princes, as well as various Amedio Jungle holdings). It is ruled by a military governor -- General Stephan Warrick -- who is advised by the city's heridary "Baron" and his "Captain's Council". Eight thousand people call the city home.
Brewerton: The third largest -- and fastest growing settlement in the Domain is located just off of the main trade road between Obsidian Bay and Blue. At its heart is the Blackrazor Brewery, a holding of the infamous Blackrazor Guild administered by one of its long-time associates, Gambori (Fighter 8). Surrounding the brewery are homes owned by Brotherhood slaves freed by the Blackrazors, refuges who took shelter in the town during the War of Exile, and decided to stay on after it ended, and new immigrants from elsewhere in the Domain attracted by the town's growing prosperity. It is ruled by a Blackrazor administrator (in this case Gambori), who is advised by a town council. It is home to 2,100 individuals.
Mogelsville: A mining community founded by the gnomish patriarch Gnath Binderstone, Mogelsville is home to 400 gnomes and twice that many humans, for a total population of about 1,200 people. The gnomes work to extract copper and iron from the Drachensgrab Hills surrounding the town, while the humans plant crops, raise livestock, and handle many of the traditional, non-metalworking trade crafts.
Waterton: A farming community with 700 inhabitants which is best known as being the headwaters of Obsidian Bay's underground aquifer. It is home to a standing Obsidian Bay City Guard garrison of 100 troops.
Politics
Each of the settlements in the Domain is self-administered, and can pass its own laws and tax rates. However, these laws and taxes can be overruled or replaced by rules passed by the Lord Mayor and the ruling Councils in Obsidian Bay. As there are no representatives from Domain towns serving on any of the Councils at this point in time, there has been a sense of discontent among former citizens of the Bay who moved into the countryside and, as a result, are used to having a political voice.
This criticism, however, is muted by the services the city renders on behalf of the Domain; no town would be foolish enough to secede from the Domain and forgo Obsidian Bay's military protection. As a result, while there is much grumbling in the country side over the state of affairs, few advocate serious action, at least not while the orcish hordes remain a viable threat.
11. Enemies of the City
Obsidian Bay faces myriad enemies which seek to destroy or conquer it, with several of them coming together in unholy alliances to achieve their goals. And then there are the other, unnamed, unknown threats. Some lie buried in lost temples deep in the foothills of the Drachensgrab Hills, the mountainous region at the center of the Pomarj. Others lurk in the UnderOerth, fighting in strange, maddening battles for unimaginable prizes, battles that occasionally burst into the surface world.
The riches of the Pomarj, coupled with the nefarious threats of its scheming denizens, insure that there are no shortage of challenges for the heroes of Obsidian Bay to undertake, villains to overcome, or mysteries to conquer.
Foremost among these enemies is the Orcish Empire, which has contested the Bay for control of the Pomarj for decades. The Empire rules the vast majority of the peninsula not held by the city or its Domain, as well as the Wild Coast and a portion of the Principality of the Ulek. The Empire commands thousands of orcs, goblins, ogres and other humanoids and fights daily skirmishes against the Bay's citizens.
Another danger is the Scarlet Brotherhood, which is apparently allied with the humanoids and desires the conquest of Obsidian Bay. Coupled with its control of Scant and the Onnwal peninsula, the ownership of Obsidian Bay would give the Brotherhood a stranglehold on sea-going traffic from the Azure Sea to the central Flanaess.
And then there is the insidious threat of the Dark Circle, a secretive alliance of evil comprised of former members of the Professionals, Obsidian Bay's foremost guild given to the art of thievery. The Dark Circle has sought the overthrow of the city twice, and succeeded once thanks to the aid of the Orcish Empire and the Scarlet Brotherhood. That rule -- which was administered through proxies -- was cut short by a truly bizarre turn of events detailed elsewhere in this guide. The Dark Circle survived its expulsion and the subsequent liberation of the city, and remains a potent, lurking threat.
The Cult of Death Undying is a powerful cult of Nerullites based in the Obsidian Maze and led by the undead necromancer Lewandrew. The cult, comprised of clerics and necromancers, seeks the return of the Fading Land of Necros -- a demi-plane ruled by liches and populated with undead -- to the Flanaess. They are aided in this quest by their the Followers of the Skeletal Way, a fanatical group of thieves, warriors and others who worship death. While the Cult rarely battles directly with the city, it has fought repeated battles with its adventuring guilds. Should Necros be restored to reality, however, it would quickly become the city's most formidable foe.
Other dangers to the domain include:
- The legendary City of Eyes -- a subterranean metropolis populated by beholders and their kin -- is located between the Drachensgrabs, on a sublevel of the Obsidian Maze. It has never come into direct confrontation with Obsidian Bay, but it remains a potential threat.
- Strong and proud lizardmen tribes populate the southeastern shores of the Pomarj, and often raid both inland and coastal settlements belonging to the Domain.
- A tribe of saughuin populate a sunken temple belonging to Tharizdun about 1/2 day's travel south of Obsidian Bay under the Azure Sea. These creatures allied with the Scarlet Brotherhood and the Orcish Empire during the CY 588 Fall of Obsidian Bay.
- The lair of Bachly the Dark -- an ice elementalist who assaulted the city in the early 580s -- remains lost and dangerous in the Sewers beneath Obsidian Bay. Some suspect the archmage's followers continue his mad experiments in his lair, and plot a renewed attack on the city.
- Bands of Hextorites periodically establish strongholds on the peninsula, aiming to use their power and influence to carve out a new worldly domain for themselves.
Appendix I: Obsidian Bay Time Line
295 CY: An alliance between the prince of Ulek and King Tavish I of Keoland sends an invasion force into the Pomarj and conquers the region. The land is carved into a dozen small baronies and awarded to favored families of the crown to be ruled as subfiefs under the protection of the prince of Ulek. Amazing material wealth begins to flow from the newly-founded realm. [source: Living Greyhawk Journal, p. 88]
305 CY: Highport was constructed atop the foundations of a smaller town exporting the wealth of the Pomarj to the world. [source: Living Greyhawk Journal, p. 88]
498-510 CY: Allies in the states of Celene, the Uleks, the Kron Hills and Veluna drive the humanoids from the Lortmils. [source: Greyhawk Gazetteer]
510 CY: Forced out of their mountian lairs in the Lortmils, the humanoids invade and conquer the Pomarj. [source: Greyhawk Gazetteer]
Coldeven 27, CY 513: Town of Obsidian Bay founded on the Pomarj by the Griffins Guild. The first Lord Mayor was Samuel "Battle Axe" Longriver. [source: LV Campaign]
Sunsebb, 513 CY: The Obsidian Maze is discovered. [source: LV Campaign]
Good-month 11, CY 562: Blue becomes a free city after being liberated from humanoids by Obsidian Bay forces. It is ruled by a Baron and his advising council of Sea Captains. The city becomes a haven for pirates and other scum, but Obsidian Bay is preoccupied with defending its own borders, and can not spare a permanent military presence in the city. [source: LV Campaign]
570-579 CY: The Slave Lords rise to power in the central Pomarj. In 579 CY, they are defeated by the Invincibles Guild of Obsidian Bay [source: LV Campaign & A1-A4 The Slave Lords]
CY 583: Greyhawk Wars begin. Turrosh Mak launches major offensive to destroy Obsidian Bay, but the city's heroic defenders break his attack at the epic Battle of Waterton Meadows. [source: LV Campaign]
CY 584: Uneasy peace reigns on the Pomarj, but no formal truce is signed between Obsidian Bay and the Orcish Empire. [source: LV Campaign]
CY 587: The Army of Burning Glory, led by the arch-pyromancer Weri, leaves Highport to invade Blue. It is met at the Battle of Blue by the Obsidian Bay Expeditionary Force under the command of Field General Stephan Warrick. The battle -- which saw representatives from the Orcslayers, Rallymen and Blackrazor Guilds fight valiantly -- ended in a draw. The archmage was slain by the Blackrazors in one of the minor engagements leading up to the main battle. [source: LV Campaign]
Good-month, CY 587: A conspiracy between the Dark Circle (led by members of the disbanded Professionals Guild), the Orcish Empire, and the Scarlet Brotherhood succeeds in infiltrating Obsidian Bay and paralyzing its defenses. The city is falls, and the government and much of its citizens flee to neighboring Blue. [source: LV Campaign]
The Blackrazor Guild unwittingly free seven Sueluoise archmages who'd been trapped in the Twisted Forest for centuries. These mages assault Obsidian Bay during its fall, and force the legendary Obsidian Tower to teleport itself to a safer -- and unknown -- locale. [source: LV Campaign]
Coldeven, CY 588: The Blackrazor Guild succeeds in finding and awakening the sleeping hero-god Krovis, who prophesy said would raise again to aid the forces of good when they were about to be overwhelmed by evil. He joins Obsidian Bay's leaders in Blue, and overseas a war plan that reclaims much of the eastern Pomarj from the humanoid hordes. [source: LV Campaign]
Reaping, CY 588: A planar portal leading to the Abyss opens in Obsidian Bay, allowing demonic hordes -- led by the infamous Blood Lord of the Plains of Chaos -- to invade the city. This drives all of the humanoids from the city, as well as the few citizens who'd been trapped during the city's initial fall. The portal is located in the Blackrazor Guild's basement. [source: LV Campaign]
Summer, CY 588: An army lead by Krovis begins marking toward Obsidian Bay. Meanwhile, teams of adventurers from the Blackrazor Guild, Starfire Guild and Demonbane Guild are sent to the Plains of Chaos on a mission to destroy the Abyssal portal located there. The portal, an integral part of the Blood Lord's awful citadel known as the Cyst, is destroyed by the Blackrazors. At the moment of the portal's destruction, the demons are banished from Obsidian Bay, and the city lies open, ready to be retaken. [source: LV Campaign]
Summer, 588 CY: Obsidian Bay's Army of Liberation destroys the disorganized humanoid forces that had taken refuge in the plains surrounding their home city, and quickly moves to re-occupy it. The city's rightful government returns, as does much of its exiled population. The War of Exile is concluded.
Fall 588 CY: During the newly created Festival of Liberation, the Lord Mayor announces the formation of the ÒDomain of Obsiidan BayÓ a realm stretching north from the city to the Drachensgrabs and east to Blue. A state of unyielding, perpetual war against the Orcish Empire is declared. Free land is offered to any citizen who can hold a piece of Pomarjian real estate for five years.
Winter 588-589 CY: The Army of Obsidian Bay -- as well as the city's three Knightly Orders -- successfully fends off attack after attack by humanoid tribes. Realizing that his forces are being wasted battering the Free City, Mak apparently orders his forces to draw back from the border
Summer 589 CY: Hextorites re-occupy the Hell's Reach Fortress and raiding caravan traffic between Blue and Obsidian Bay, The Blackrazors smash the outpost before it could grow too powerful and succeed in its attempt to summon a fiendish ally.
Fall 589 CY: Construction begins on Obsidian Bay's Outer Wall. Work also begins on new Army barracks and a military academy.
590 CY: A new breed of orcish raider appears. Experienced, trained in the art of war, and wielding not-insignificant magic, these attackers succeed smashing several border settlements before being turned back by the combined efforts of the Knights of the Sword and Knights of the Fist. Similar border skirmishes continue throughout the year, with the Knights of the Fist, the Orcslayers, and the more radical of Obsidian Bay's guilds launching numerous forays against the Orcish Empire.
Summer 590 CY: News reaches Obsidian Bay of a new force amassing a humanoid force northwest of Highport. A battle group of Blackrazors, Orcslayers and Rallymen attack the humanoids, which have massed around a large fortress. Street rumors speculate that this may be another Hextorite outpost.
Sunsebb 590 CY: Kala -- one of seven Suel archmages freed from the Twisted Forest -- is slain by the Blackrazor Guild in the Horns of Medusa beneath Obsidian Bay.
Planting 591 CY: The Outer Wall of Obsidian Bay is finished and two new districts, the Shield District and the Adventurers Quarter, are christened by the Lord Mayor.
Appendix II: Organizations
Businesses
Fire-eater Inn: An inn located in Obsidian Bay's Strange Quarter and frequented by both the Rallymen and Blackrazor Guilds. Roster: 15
Delven and Sons: The Delven and Sons dwarven construction crew is known for their exquisite stone and metal work, as well as their relentless drive for perfection. Roster: 60
Gaiseric's Import/Export: Gaiseric's Imports/Exports supplies the city's needs for construction supplies, but rumors are that far more exotic items are available here...for a price. Roster: 2, Leader: Gaiseric (Rogue 12)
Blackened Stump, The: The Blackened Stump is perhaps the most notorious bar in Obsidian Bay. Sporting its namesake stump as center table, the bar caters to the more disreputable of OB. Roster: 12, Leader: Geffen (Expert 4 / Rogue 3)
Prancing Manticore Inn: An inn located in the Strange Quarter that caters practitioners of the Art (as well as pretenders to that title) Roster: 20
Churches
Church of St. Cuthbert: The Church of St. Cuthbert's pragmatic, no nonsense approach has a strong following in the city's poorer districts, (much to the annoyance the more chaotic faiths). Roster: 200, Leader: Ironsoul (Cleric 14)
Church of Ulaa, The: The Church of Ulaa, located in the heart of the dwarven community, ministers to the dwarven faithful and keeps the hopes alive for a dwarven liberation of the Pomarj. Leader: Moraim (Cleric 9 / Fighter 1)
Library of Obsidian Bay, The: Humble by the standards of many of the Great Libraries of the Flanaess, the Library of Obsidian Bay is nonetheless a respected institution within its own borders. Roster: 30, Leader: Elgweine Tsloff (Cleric 7 / Expert 3)
Kongregation of Kord: The god of Athletics, Sport and Brawling has a strong presence in Obsidian Bay, which is so profoundly known for its adventurer's guilds. Games of strength and ability are held almost nightly at this temple. Roster: 70, Leader: Gar (Cleric 12)
Church of Zilchus, The: "When it is a question of money, everyone is of the same religion." Roster: 30
Gangs
Brainsmashers Gang: A gang that once troubled Obsidian Bay's Mudsitters District, but was broken by the Blackrazor Guild in CY 586.
Blue Smugglers Cartel: Criminal smuggling syndicate operating in the port city of Blue Leader: Sweaty Swern
The Cutters: The dominant street gang of Blue, known to hang out at a dive called Shanks Roster: 55, Leader: Rinsrak Bukk
The Dark Circle: The remnants of the corrupt and broken Professionals Guild lurks beneath the surface of Obsidian Bay, weaving nefarious plans designed to overthrow the city's rightful rulers.
Guilds
Adventuring Guilds
Blackrazor Guild: Obsidian Bay's premiere guild for chaos, accidental destruction, and inadvertant heroism. Roster: 250, Leader: Malphas (Wizard 8 / Rogue 7 / Arcane Trickster 3 / Mindbender 1)
Goldseekers Guild: An adventuring guild dedicated to finding and exploring old mines and fortresses. It is staffed primarily be dwarves and gnomes. Roster: 60, Leader: Gunder Goldseeker (Fighter 11)
Fothma: The Friends of the Humanoid Masses is without a doubt the strangest of the city's adventuring guilds. It is comprised of folks who view the Pomarj's humanoid natives as misunderstood, wrongly persecuted wretches. Roster: 40
Griffins Guild: The leaders of the Griffins Guild were responsible for founding the Free City of Obsidian Bay and have been the greatest adventuring guild in the city ever since. Roster: 145, Leader: Alec Oldin (Fighter 6 / Wizard 8 / Spell Sword 4)
Invincibles Guild: Powerful. Noble. Chivalrous. Honorable. These are the noted traits of the Invincibles Guild, second only to the Griffins Guild in notoriety and respect in Obsidian Bay. Roster: 140, Leader: Jaxom Goldstrike (Paladin 8 / Cavalier 6)
Starfire Guild: An adventuring guild dominated by arcane spellcasters. Roster: 45, Leader: Nola Fireheart (Wizard 8 / Ranger 4 / Spell Sword 4)
Band of Pholtus: A militant, aggressive guild dedicated to smiting the evil that dares hide from the Blinding Light of Pholtus. Roster: 45, Leader: Garren Longriver (Fighter 9 / Cleric 12)
The Frontiersmen: An adventuring guild which lends out its members as scouts and trackers for other organizations. Roster: 35
Orcslayers Guild: A guild dedicated to ending the humanoid menace on the Pomarj once and for all. Roster: 150, Leader: Atisha Morningstar (Fighter 13)
Commercial Guilds
Moneylender's Guild, The: The Moneylenders Guild is made up of a small group of Obsidian Bay's wealthy elite. Roster: 20
Darksea Guild: The Darksea Guild is one of the most powerful commerical guilds in the city, with its so called "Lords" of the guild owning nearly three dozen trading vessels. Roster: 300
Farmers Guild: The Farmers Guild is one of the most powerful working guilds in the city, both in terms of numbers and influence. Roster: 700
Service Guilds
Strongarm Guild: The Strongarm Guild is an association specializing in tasks where shear brute strength and size are important with little thinking involved.
Guild of Allied City Workers: Most of the city's workers -- from the scribes in the Grand Council to the rat-chasers in the Office of Sewers -- belong to this organization. The guild is chaotic and clichish, and gets very little done. Roster: 150
Lamplighters Guild: Obsidian Bay has hundreds of street lights -- most of them lit by oil, but a few by magical spells -- and someone must tend them. And all of these someones belong to one guild -- the Lamplighters. Roster: 75
Thieves Guilds
Professionals Guild: The Guild of Professional Locksmiths and Trapfinders -- more commonly known as the Professionals -- is one of Obsidian Bay's oldest guilds. It's also one of its most infamous. Roster: 220, Leader: Jasper Silverbreak (Rogue ?)
Blue Thieves Guild: More of a gang of street-toughs than a true society of skilled rogues, the Blue Thieves Guild is now much more respected than in its prior existence under Malvan's leadership. Roster: 45, Leader: Utembe Jaxson (Rogue ?)
Wizardry Guilds
Mages of the Obsidian Tower: A reclusive and secretive organization of arcane spellcasters
Circle of Blue: An informal society of arcane spellcasters who work to lessen the influence of Blue's occupation government so they can be left to conduct business and research as they see fit. Roster: 9
Guild of Wizardry: The Guild of Wizardry is an elite group of magi who take their roles as guardians of the Art very seriously. Roster: 50, Leader: Corwin Aldroc (Wizard (Invoker/Evoker) 13)
Order of the Broken Staff: The Order of the Broken Staff is a little-known group comprised of mages who have rejected the Guild of Wizardry and the Obsidian Tower's dominance over magic in the city. Roster: 15
Appendix III: City Statistics
The following statistics about Obsidian Bay were developed using the guidelines set down in Expeditious Retreat's Magical Medieval Society: Western Europe. More so than anything else in this guide, this section is a work-in-progress, subject to occasional tweaking as we continue building out the city.
General Information
| Type | Metropolis |
| Population | 28,800 |
| Pop. Density (adults/acre) | 150 |
| Size (in acres) | 192 |
| Average # of Structures (per acre) | 70 |
| Range of # of Structures (per acre) | 60-80 |
| Total # Structures in the City | 13,440 |
| Wealth (1/2 GP Limit x 1/10 population) | 144,000,000 |
| Gold Piece Limit | 100,000 |
| Income for Ruler | 360,000 |
| Magic Resources (5% of wealth) | 7,200,000 |
| City Length (feet) | 2,892 |
| City Length (yards) | 964 |
| City Length (miles) | 0.54 |
| City Width (feet) | 2,892 |
| City Width (yards) | 964 |
| City Width (miles) | .54 |
| Community Modifier (power center) | +6 |
| Community Modifer (npcs) | +12 |
Power Centers
| Center | Type | Alignment |
|---|---|---|
| Government (Lord Mayor) | Conventional | Neutral Good |
| Religion (Church of St. Cuthbert) | Conventional | Lawful Good |
| Guilds (Darksea Guild) | Non-standard | Neutral |
| Guild (Griffin's Guild) | Non-standard | Chaotic Good |
Racial Demographics
based on modified "mixed" column from DMG p. 140
| Race | Percentage | Population |
|---|---|---|
| Human | 79% | 22,752 |
| Dwarf | 7% | 2,016 |
| Elf | 4% | 1,152 |
| Gnome | 4% | 1,152 |
| Halfling | 3% | 864 |
| Half-Orc | 2% | 575 |
| Half-Elf | 1% | 288 |
Appendix IV: Professions
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Appendix V: Guild Rosters
| Architects & Engineers Guild | |
|---|---|
| Architects | 7 |
| Engineers | 10 |
| Armorers & Locksmiths Guild | |
| Armorers | 14 |
| Locksmiths | 19 |
| Artists Guild | |
| Artists | 29 |
| Painters | 24 |
| Satirists | 10 |
| Sculptors | 19 |
| Writers | 10 |
| Bakers Guild | |
| Bakers | 82 |
| Pastry Makers | 51 |
| Bookbinders & Papermakers Guild | |
| Bookbinders | 16 |
| Booksellers | 14 |
| Paper/Parchementmakers | 115 |
| Bowyer/Fletchers Guild | |
| Bowyer/Fletchers | 15 |
| Brewers, Distillers & Vintners Guild | |
| Brewers | 15 |
| Distillers | 12 |
| Vintners | 15 |
| Brothel Keepers Guild | |
| Bathers | 19 |
| Brothel Keepers | 19 |
| Builders Guild | |
| Carpenters | 115 |
| Plasterers | 29 |
| Roofers | 24 |
| Butchers Guild | |
| Butchers | 36 |
| Casters Guild | |
| Bellmakers | 6 |
| Engravers | 51 |
| Goldsmiths | 32 |
| Silversmiths | 41 |
| Chandlers Guild | |
| Chandlers | 58 |
| Soapmakers | 72 |
| Clay & Stone Workers Guild | |
| Bricklayers | 165 |
| Masons | 82 |
| Potters | 115 |
| Tilers | 12 |
| Clerks & Scibes Guild | |
| Copyists | 19 |
| Illuminators | 12 |
| Clothing & Accessories Guild | |
| Girdlers | 14 |
| Glove Makers | 15 |
| Mercers | 55 |
| Perfumers | 12 |
| Purse Makers | 34 |
| Tailors | 144 |
| Vestment Makers | 7 |
| Cobblers Guild | |
| Cobblers | 240 |
| Coopers Guild | |
| Coopers | 55 |
| Cordwainers Guild | |
| Leatherworkers | 29 |
| Dyers & Weavers Guild | |
| Bleachers | 17 |
| Drapers | 115 |
| Dye Makers | 6 |
| Fullers | 24 |
| Rug Makers | 19 |
| Weavers | 144 |
| Financial Transactors Guild | |
| Bankers | 6 |
| Moneychangers | 16 |
| Pawnbroker | 51 |
| Tax Collectors | 7 |
| Fishmongers Guild | |
| Fishers | 29 |
| Fishmongers | 36 |
| Forgers & Smiths Guild | |
| Blacksmiths | 32 |
| Buckle Makers | 26 |
| Culters | 24 |
| Scabbard Makers | 41 |
| Weaponsmiths | 14 |
| Furiers Guild | |
| Furiers | 180 |
| Glass Workers Guild | |
| Glass Makers | 19 |
| Glaziers | 24 |
| Harness Makers & Saddlers Guild | |
| Harness Makers | 24 |
| Saddlers & Spurriers | 36 |
| Hostelers Guild | |
| Inn Keepers | 22 |
| Restauranteurs | 8 |
| Tavern Keepers | 115 |
| Jewelers Guild | |
| Goldsmiths | 32 |
| Jewelers | 96 |
| Silversmiths | 41 |
| Launderers Guild | |
| Laundereres | 180 |
| Magic Guild | |
| Alchemists | 6 |
| Astrologers | 7 |
| Magic Merchants | 2 |
| Potionmakers | 10 |
| Map Makers & Surveyors | |
| Cartographers | 6 |
| Mariners Guild | |
| Navigators/Pathfinders | 7 |
| Naval Outfiters | 10 |
| Rope Makers | 26 |
| Medical Guild | |
| Barbers | 115 |
| Dentists | 10 |
| Doctors, Unlicensed | 36 |
| Herbalists | 29 |
| Midwives | 48 |
| Merchants Guild | |
| Beer Merchants | 29 |
| Booksellers | 14 |
| Clothers, Used | 230 |
| Dairy sellers | 180 |
| Flowersellers | 115 |
| Grain Merchants | 7 |
| Grocers | 230 |
| Haberdashers | 46 |
| Hay Merchants | 19 |
| Livestock Merchants | 144 |
| Magic Merchants | 2 |
| Millers | 19 |
| Perfumers | 12 |
| Religious Souvenier Sellers | 14 |
| Slavers | 6 |
| Spice Merchants | 29 |
| Tobacco Merchants | 7 |
| Wine Merchants | 46 |
| Woodsellers | 23 |
| Wool Merchants | 32 |
| Music & Performers Guild | |
| Acrobats, Tumblers | 18 |
| Instrument Makers | 19 |
| Jesters | 18 |
| Jongleurs | 18 |
| Minstrels | 18 |
| Storytellers | 19 |
| Scribes Guild | |
| Lawyers | 13 |
| Doctors, Licensed | 21 |
| Judges | 12 |
| Librarians | 12 |
| Professors | 8 |
| Teachers | 17 |
| Scholastic Guild | |
| Historians | 12 |
| Professors | 8 |
| Sage/Scholars | 14 |
| Shipwrights Guild | |
| Shipmakers | 17 |
| Skinners & Tanners Guild | |
| Leatherworkers | 29 |
| Skinners | 14 |
| Tanners | 26 |
| Taxidermists | 7 |
| Stable Keepers Guild | |
| Grooms | 48 |
| Tinkerers Guild | |
| Clock Makers | 7 |
| Inventors | 5 |
| Toymakers | 32 |
| Watermen Guild | |
| Watercarriers | 58 |
| Wheelwrights Guild | |
| Wheelwrights | 105 |
| Wicker Workers Guild | |
| Basket Makers | 115 |
| Furniture Makers | 240 |
| Wood Workers Guild | |
| Furniture Makers | 240 |
| Woodcarvers | 23 |
Appendix V: City Map