The hall for the Allied City Workers, a quasi-guild representing the various clerks and professionals working in the city.
The premier theatre in Obsidian Bay, the Amble is home to plays, concerts and other showings of high art.
The Bastian is the holy temple of Heironeous in Obsidian Bay. As such, it serves as a rallying point for members of that faith, including many members of the city guard and the honorable Invincibles Guild.
A huge, magically created crevice in the Wharf District that connects Obsidian Bay directly to the UnderOerth.
The Blackened Stump is a run down, rambling building that caters to some of the most dangerous and shifty-eyed individuals in Obsidian Bay.
The Blackrazor Guild Hall is a haphazard collection of buildings, some recently built, some currently under renovation.
This church is a huge, imposing structure at odds with the more regal and elegant structures around it.
Lesser-used for largely superstitious reasons, the Cemetary Gate still sees a fair amount of traffic, particularly among adventurers and those of a seedier inclination.
The citadel is Obsidian Bay's nexus for law enforcement and legal matters. It's heavily-fortified walls contain city guards barracks, courts, and prison cells, as well as the main offices for the City Guard and Lord Judges.
Obsidian Bay's official cemetary contains a number of mausolems and crypts belonging to the city's rich and powerful, as well as an extensive subterrean crypt containing many of the city's deceased citizens.
The most arcane of the city's guard barracks, this facility has a strong cadre of battle wizards associated with it.
The barracks for the 100-odd guardsmen stationed in the Docks.
The city guard barracks for Obsidian Bay's Wharf District is charged with the defense of the city's vital commerical district, as well as threats from the dangerous Black Gulch.
This large warehouse doubles as offices for the Colsen Trading Co., which specalizes in trade with the Kingdom of Keoland.
The home to Obsidian Bay's three great elected councils.
A dive of a tavern in Obsidain Bay's Wharf District.
An ominious, black-washed, three-story building that's home to one of the most powerful trade guilds in the city.
This multi-building complex is home to Delven and Sons, a dwarven family business reknowned for its stone and metal work.
A small freshwater pond fed by the Obsidian Bay aquaduct.
An upscale inn frequented by the actors, actresses, and other performers from the nearby Amble Theatre.
Located near the old North Gate in the Inner City, the Farmers Guild Hall is a gathering place for prosperous rich plantation owners and poorer freeman who've managed to claim tracts of their own.
A foundry dedicated to the crafting of magical weapons, armor.
A low-lying coastal settlement consisting of shacks for common fishermen and their families, and several jetties for their small boats. There's also a crude fish market here, but most of the best catches are taken to other, more upscale locations elsewhere in the city.
The fortified guild hall protects the organizers of Fothma, otherwise known as the Friends of the Humanoid Masses, from those who do not support their crusade to convince the humanoids of the Pomarj to live peacefully.
A spartan, rustic wooden building that is home to the collection of rangers and scouts who call themselves the Frontiersmen.
Gaiseric's Emporium specializes in importing mundane -- but useful -- items into Obsidian Bay.
The hall for the Matterhorn Guild, home to Obsidian Bay's ranchers.
The Goldseekers Guild is home to some of the most detailed historical maps of the Pomarj, which aid guild members in their quest for lost fortresses and mines.
The High Quarter garrision is primarily charged with keeping undesirable individuals out of their portion of the city.
One of Obsidian Bay's most sizable guard garrisons, the Mudsitters Barracks is home to over 90 members of the City Guard.
The large campus of the Guild of Wizardry incorporates a large pentagonal building as well as several smaller outlying buildings given over to classrooms, laboratories, an residences.
The "haunted" watchtower overlooks the Obsidian Point peninsula.
A collection of statues dedicated to the greatest heroes of Obsidian Bay.
The Horse Market is the primary nexus for the equine trade in Obsidian Bay. Visitors can find stables, horse sellers, barns, blacksmiths, tack shops and other specialty shops.
The high, guilded halls of the Invincibles Guild evoke their many victories on the battlefield, including their mid 570s-triumph over the vile Slave Lords of the Pomarj.
The official barracks for Obsidian Bay's Knightly Orders.
The hall of the guild charged with keeping Obsidian Bay's streets lit through the long, dark night.
Staffed by followers of the god Delleb, the Library of Obsidian Bay holds an impressive collection of tomes dealing with the history of the Pomarj, as well as that of the growing city.
The guild hall for Obsidian Bay's maritine workers, including sailors, wharf workers, and fishermen.
The home office for Malaclypse Enterprises Incorporated.
A collection of mausolems dedicated to the city's founders and other heroes.
Home to the Lord Mayor of Obsidian Bay.
The gateway to Obsidian Bay's Wharf and High Quarters in the Inner City.
One of the city's major financial centers is the fortress-like Moneylenders Guild Hall.
Scrappy's castle
One of the most prestigous guard assignments in the city is the North Gate, the former main entry to Obsidian Bay.
This guild hall is a spartan, one-story building that serves as a staging area for the Orcslayers.
The main entrance to the western portion of the Inner City, this gate traditionally served the poor, refuges, and the lower-class of merchants seeking to enter Obsidian Bay.
Home to the sole guild in Obsidian Bay dedicated to helping the poor, homeless and downtrodden.
The Porters Gate is primarily used for transporting cargo to and from the ships tied up at the Docks. Regular citizens are actively encouraged to use the main Sea Gate for entering the Docks.
The guildhall contains offices for the Professionals' leaders, gathering places for their members, and extensive training facilities.
The ruins of the Shrine of Hextor, erected during Obsidian Bay's brief, one-year occupation by the forces of the Scarlet Brotherhood.
The ruins of the Obsidian Tower contain several levels of dungeons, all carefully protected by powerful magic aimed at keeping intruders out ... and the denizens of those dungeons in.
The Sacred Grove serves as a place of worship and contemplation for those who do not believe in traditional burial.
The heavily fortified Sea Gate serves as both the primary means of entering and leaving the docks as well as an important bulwark against seaward invasions.
A newly-renovated warehouse that serves as the headquarters for Obsidian Bay's newest mercenary guild.
The rundown Sewermen Guildhall is avoided by most sane individuals in Obsidian Bay.
The Silver Palace is a popular high-end restaurant and gaming hall serving Obsidian Bay's upper class.
A statue to the hero-god Krovis, in honor of the assistance he gave in driving back the orcish hordes that had surrounded Obsidian Bay during the War of Exile.
The guild hall for a group of mercenaries which often finds itself guarding caravans, protecting warehouses, and undertaking other grunt assignments
The home of Obsidian Bay's notoriously disgruntled terramancer.
The fortified gateway leading into the Griffin District, home of Obsidian Bay's rulers.
A huge warehouse for many of the city's smaller tanneries.
The gigantic Temple of Kord doubles as a place of worship for the faithful and an outside arena for the city's public sports.
Kalib Ironfist's Obsidian Bay temple to Trithereon teaches local residents self-defense techniques and serves as a counterpoint to the lawful tendencies of the Cuthbertians in the city.
The elegant, yet austre, headquarters of the Church of Rao in Obsidian Bay.
An elegant marble-fronted building dedicated to the Oerdian god of money and trade.
The fortress of the Admiralty is home to the leaders, sailors and marines of the Obsidian Bay Navy.
An inn in the Strange Quarter that caters to the wizarding class.
Formerly The Bloody Orc, the inn changed its name when Celene refused to act during the Greyhawk Wars.
An orphanage and congregation founded by Calvin Cloudmore, cleric of St. Cuthbert, formerly of the Blackrazor Guild.
This upper-class inn located in Obsidian Bay’s High Quarter is named for the silver plated, diamond-horned unicorn that occupies a place of honor in its dining room.
A popular, if strange, drinking hole in the Strange Quarter that’s frequented by adventurers, particularly those with devilish senses of humor.
The Ettin’s Heart tavern was founded in CY 564 by the Noosman family of Onnwal. For almost 30 years the Noosmans have catered to merchants and well-off adventurers within the city, and prided themselves on providing a safe, secure place for folks to meet. It insures this sense of security with strong arms, excellent blades, and a smattering of magic.
An Wharf Quarter inn popular with adventurers, established in Obsidian Bay by Eril Noosman, cousin of Nathanial Noosman, who founded the first Ettin's Heart in Blue years ago.
The Faulty Dragon Inn is located in one of Innspa's wealthier districts, the inn caters to the businessmen and nobles who live there.
A renowned training facility for nobles interested in learning the art of the sword.
An upscale adventurers inn, featuring nightly entertainment on two stages by some of the city's best bards.
The Prancing Manticore is an inn located in the Strange Quarter that caters practitioners of the Art (as well as pretenders to that title).
A High Quarter Inn frequented by respected adventurers, upper-class traders, and others who are monied, but still work for a living.
The Shrine of Ulaa serves as the meeting place for all of the faithful dwarfs and gnomes within the city of Obsidian Bay.
The Sidewinder Pass is a twisting, torturous passage from Obsidian Bay into the Under Dark.
This is a very respectable tavern on one of the quieter streets in Obsidian Bay’s Strange Quarter.
Easily Obsidian Bay's most nautical guild, the Sunken Hammer Guild is dedicated to exploring coastal and submerged ruins along the Azure Sea. Their guild hall is filled with treasures and trophies from such places, including gigantic shark jaws, beautiful clusters of coral, and amazing ornmanents crafted with pearls.
This building is used by members of the Leatherworkers Guild to prepare and tan leather products. These products are then distributed to individual shops around the Wharf District for tooling.
The meeting place of Corin's Church of Vengeance.
Located near the Merchants Gate in the Inner City, the Traders Guild is frequented by those with an interest in Obsidian Bay's import/export business.
This small two-story building serves as the guild hall for the Tyrant-Killers, fanatical defenders of life and liberty devoted to the teachings of the radical Tritheronite Corin.
Baldwin's keep and environs.
The Wharf Master's Office is responsible for coordinating the movement of freight in the wharf district, particularly with regards to inspecting cargos and assessing taxes and fees.
The Wharf Master's Office is charged with coordinating shipping in Obsidian Bay, as well as administering taxes on anything arriving (and occasionally leaving) the city.