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Absalom

The City at the Center of the World

Absalom, the City at the Center of the World, has stood at the geographic and metaphorical fulcrum of Inner Sea intrigue for 5 millennia. Indeed, Absalom’s continual influence has shaped not only the face of the planet but the very nature of the cosmos. Its founding is the basis of the calendar system used by nearly all cultures in the hemisphere. More importantly, Absalom is the origin place of four once-mortal gods, and to many, the city is a symbol of the true capacity of humankind. In Absalom, a person can be whatever and whoever they want, and for the right price, it is said, they can procure anything in its grand markets.
Most newcomers travel to Absalom on a ship bound for Kortos Bay. From there, one can at first see only the towering Kortos Mounts, which stand like titanic sentries at the center of the Starstone Isle. The mountains gradually give way to the marvels of the city—the Absalom Lighthouse, the Blue Tower and the The Watchtower, the countless seaside manors and the colossal keeps—as the ship navigates the treacherous Flotsam Graveyard before finally dropping anchor at one of Absalom Harbor’s many docks. Finally safe on land, the true size and scope of the city-state looms large. The glimmering city core appears, flanked by dilapidated, sunken slums along its western wall and shattered, broken ruins on high cliffs to the east. To say nothing of the colorful throngs of citizens and visitors who people its streets, Absalom befuddles the senses with its sheer scale as well as variety, both testament to the many different peoples who have made the city their home over the millennia. The oldest buildings evoke the sensibilities of the Azlanti: flat-roofed stone and metal structures with elegant geometric designs, quartz keystones, and anthropomorphic columns. Other buildings from antiquity feature architectural elements from Qadira, Taldor, Osirion, and Vudra. In the city’s younger corners, shops and homes bear marks of obvious Chelaxian-gothic influence or the deceptively simple elegance of Minkaian tilework, and the newest buildings borrow significantly from practical Andoran or luxuriant New Thassilon.
Absalom’s ties to the other nations of Golarion aren’t limited to immigration and construction. Taldor, Qadira, and Cheliax in particular have long vied to make Absalom a firm ally, if not a vassal. But Absalom is as shrewd an international partner as it is a sturdy bulwark. So many besiegers have tried and failed to claim the city that even ardent historians can’t keep track of the innumerable attempted invasions, the ruins of which have created a secondary economy of treasure hunters from all over seeking to make their fortunes in Absalom’s graveyard of would-be conquerors, the Cairnlands.
Yet Absalom is a place not only of death but also of birth—and rebirth. When Aroden raised the Starstone from the Inner Sea and became a god nearly 5,000 years ago, he founded a new cradle of humanity as well as a divine meritocracy, and three other mortals—Cayden Cailean, Iomedae, and Norgorber—have since passed the Test of the Starstone to become living gods. Through acts both mundane and otherworldly, Absalom has asserted itself as a major player on the global and cosmic stages.
In a city where nobles can disappear into a crowd and commoners can attain literal godhood, the question is not where to look for adventure, but where to start.

Culture

As one of the world’s major crossroads and oldest continuously inhabited cities, Absalom is a nexus of culture—a fact its citizens rarely let visitors forget. Yet for all its inhabitants’ braggadocio, Absalom truly is a product of countless cultures and their historical idiosyncrasies. Its four-millennia-old adaptations of Vudran customs intersect with barely-familiar evolutions of three-millennia-old Osirian greeting rituals, mixed with two-millennia-old elven recipes and millennium-old superstitions from the Shining Crusade. Yet from all its borrowed elements, Absalom has cobbled together a culture all its own, at once uncannily familiar and utterly unique.

The Absalom Mindset

Absalom thrives on ideas—new ideas, foreign ideas, and lucrative ideas alike. With strange cultural intersections woven deep into its history and a cathedral capable of transforming anyone (and their ideas) into the divine, Absalomians often believe that dedication and devotion to any ideal, no matter how abhorrent, has intrinsic value. As a result, even beliefs and cultures strictly banned elsewhere can find an open-minded audience and, with proper passion, the most pious philanthropists and heinous demagogues can gather a curious audience within minutes. As patient as Absalomians seem with strange notions, however, they’re vocal in their disapproval after having given a bad idea due consideration. Thus, the notion that citizens condone prejudice and tolerate violence largely stems from observers who never stuck around long enough to watch a sympathetic crowd turn on a bigoted loudmouth.
Residents crave new experiences, which most can satiate by sampling unfamiliar foods or learning any of the city’s myriad languages. Some even seek out unpleasant experiences, reveling in the novelty of the discomfort and the knowledge that they’ll have an exciting story to share about the affair afterward. This mindset provides fertile ground for fads of all types—clothing, food, cults, impractical dueling styles, political ideologies, and more—most of which flare up and die out within a few weeks of ravenous consumption, preserved only in the cultural memory as snide jokes and worthless collections. On the other hand, those cultural movements and styles with true staying power can survive for years, leading many Absalomians to insist they’re the best crucible for innovations. Fortunately, Absalom’s laws and citizens are fairly forgiving of strange customs and actions, sustaining the city’s role as a testing ground.
No matter how inventive the craftspeople, trade sustains the city. The merchants know it, and anyone from wholesalers to street peddlers consider themselves superior to crafters (who occupy the social ladder’s middle) and laborers (who rank near its base). Money and political power influence these assessments, yet it’s not uncommon to see a fearless fruit vendor dress down an aristocrat. This soft power turns merchants into minor powerbrokers, serving as social patrons to their regular customers to make connections throughout the city.
For all their cosmopolitanism, Absalomians exhibit a short-sightedness regarding other nations’ traditions and relative importance. After all, as longtime citizens often posit, Absalom is the City at the Center of the World, where all other cultures vie for a place. Particularly after its disastrous Virtue Corps in centuries past, Absalom prefers to let the rest of the world come to it.

Industry & Trade

International trade lies at the heart of Absalom’s longevity and wealth, and remains fundamental to the realm’s independence and political strength in the greater Inner Sea region. Lumber harvested in the Immenwood travels by the Deluge River to Diobel or by road to Otari, and from thence to markets across the Inner Sea. Diobelian pearls, harvested from the oyster beds of Diobel’s shallow harbor, are considered among the finest available in the markets of the Inner Sea. Iron and other precious metals and stones mined on the island (especially by the dwarven mining enclave at Galizhur) feed Absalom’s many craftworks, whose products are exported worldwide. Skymetals harvested from the Diobel Hills or discovered on the ocean floor and traded to the city by Low Azlanti are among the most sought-after treasures in the world.
Within Absalom, trade is considered the most civilized and respectable business with crafting second and labor last. A common shopkeep often holds himself higher than a master swordsmith, who in turn looks down on a world-famous performer. As with all such social judgments, money and power often compensate for cultural biases.

Infrastructure

A city the size of Absalom requires significant support when it comes to food and water for its populace. While much of the city’s foodstuffs come from farmlands or the sea, a staggering amount is imported as well, if only to keep up with the aristocrats’ desire for variety on the dinner table. Water supplies are handled simply by a combination of cisterns, underground reservoirs, and a large number of water towers and rain barrels.
Cleaning up after Absalom’s many animals is one of the largest concerns of the city, if one never addressed in polite company. The richest districts usually handle the issue via hired wizards, who are often all too happy to help, though the government also employs a legion of well-paid street cleaners under the auspices of the city’s famously corrupt Sanitation Commission. Less wealthy districts vary in their approach; Eastgate has had success using manure in gardening, while the Docks often just shove the mess into the Puddles and forgets about it.

Districts

Over the millennia, Absalom has grown to include 11 proper city districts.

Ascendant Court

Viewed by many as the heart of Absalom, the Ascendant Court is home to the Starstone Cathedral, where any visitor might someday join the other ascended gods. Surrounding the massive temple are a dizzying array of shrines, churches, and other holy places, where faithful from all manner of religions pay tribute. Within this district, one can find adherents or sites dedicated to many rare or persecuted religions, since Absalom is tolerant of all theologies (as long as worshippers respect the laws of Absalom first, of course).

The Coins

Those looking to take advantage of Absalom’s numerous world-famous markets go to the Coins, a bustling mercantile quarter that hosts an almost-endless array of shops, wares, and independent traders. Within merchant houses, whole caravans can be bought and sold and the fortunes of cities made and lost, all while unscrupulous brokers make high-stakes bets or manipulate prospective outcomes.

The Docks

The Docks, or Dock District, serves as the main avenue onto or off the Isle of Kortos, and it’s a hub of both international trade and immigration. Absalom’s port of entry is hardly a peaceful haven for newcomers, however. Thirsty sailors work out their tension at the district’s numerous tap houses, visitors from nations such as Cheliax and Andoran routinely pick fights to address centuries-long international rivalries, and run-of-the-mill criminals prey on any arrivals who look like easy pickings. While entertainment venues along Besmara’s Boardwalk promise a good time, those in the know pursue other, safer forms of recreation. The Docks extends offshore: Pilot Island is best known as the site of the immense Absalom Lighthouse, as well as the Harbormaster’s Grange, an infamous administrative hub where Absalom’s harbor pilots fraternize and tax collectors set rates or process mounds of paperwork.

Eastgate

Eastgate is a quiet residential district with several iconic landmarks, including the Postern Gate, Blue Tower, and the Watchtower. The Green Ridge neighborhood is known as the main site of druidic activity within Absalom, centered as it is around a massive, ancient fig tree called the Grand Holt.

Foreign Quarter

The opportunities of Absalom draw residents from across the world to the city’s Foreign Quarter. The largest district enclaves are home to immigrants from Cheliax, Osirion, Andoran, Taldor, Qadira, and even as far as Vudra. Other Absalomians frequent this district to attend rousing events at the Irorium, to train at one of the many dojos or fighting schools in the area, or to request assistance or information from Pathfinders stationed at the towering Grand Lodge of the Pathfinder Society.

Ivy District

Absalom’s old arts district is known for the flowering trees along every road and the countless stunning homes. Many of the Inner Sea region’s most influential plays and musical productions make their debut in one of the many theater halls, opera houses, and tea houses within the Ivy District. Performers can learn from the very best at the White Grotto and other notable bardic colleges, while adventurers and nobles visit the Vault of Abadar to store valuables. Anyone in need of a custom magic item can also find numerous options for commission in this quarter, since the Ivy District is home to many of the city’s most talented specialty artisans and independent crafters.

Petal District

The grandest homes of Absalom’s rich and powerful line the stately streets of the Petal District. Even in death, important guild members and other Absalomian notables reside within this district, albeit entombed in the enormous Spiralcross Cemetery. Nonresidents come to the Petal District to study at the oldest school of magic in Absalom, the College of Mysteries, or to hire mercenaries at one of the district’s many hunting lodges turned– adventurers’ guilds. Beneath the district’s austere guise, nobles and power brokers meet to conduct much of the city’s unspoken Shadow War in prolonged bouts of spycraft and treachery.

Precipice Quarter

Formerly called Beldrin’s Bluff, this ruined quarter was once one of Absalom’s most beautiful and vibrant districts. In its prime, it featured ancient magical towers, brightly colored homes, and a resplendent fairground, but all that was turned to rubble two decades ago, when an earthquake nearly destroyed the sector. The quake sheared entire cliffs from the district and cast countless historical monuments into the harbor and the Docks, leaving the Precipice Quarter so ruined that it was abandoned to the undead and strange magic that arose in the disaster’s aftermath. Only in the last year have sustained efforts been made to tame the ruins and rebuild, with efforts finishing just in time for the Radiant Festival of 4720 AR.

The Puddles

Always Absalom’s poorest district due to its propensity for flooding, the Puddles sank deeper during the same earthquake that turned Beldrin’s Bluff into the Precipice Quarter. Now, many of the streets in the Puddles are partially submerged most—if not all—of the time. The district’s former central green has become a tidal lagoon filled with monstrous fish and parts of washed-up shipwrecks, many still containing sunken treasure. A vast semi-flooded tunnel network called the Siphons serves as the literal criminal underground for the quarter’s ne’er-do-wells, many of whom end up in the Brine, Absalom’s largest and foulest prison. The Puddles’ de facto law enforcers, the so-called Muckruckers, do little to alleviate wrongdoing, and the same might be said of the second-rate officers stationed in nearby Fort Tempest, who don’t include the Puddles in their official jurisdiction. Perhaps nowhere else in Absalom are citizens so left to fend for themselves than in this waterlogged district.

Westgate

Westgate is home to many of the best-established non-noble families in Absalom, many of which have occupied the district’s baronial townhouses for multiple generations. Westgate also features Absalom’s westernmost entry point by land, the Sally Port, which is also the garrison and mustering point for the city’s mounted unit, the Kortos Cavalry. Westgate’s many traditionalists and old-money aristocrats strongly dislike the disorder and revolutionary edicts marking recent years in Absalom, and some politically minded Westgate residents are stumping for a return to the old ways. Rumors say many of the district’s old neighborhoods hold the secrets of powerful families, and wild speculations circulate about what historic relics might be unearthed during the ongoing construction of Westgate’s new second sewer system.

Wise Quarter

The soaring towers of the Arcanamirium and the pyramid of the Forae Logos are but two of Absalom’s many repositories of knowledge. These institutions and countless other libraries, schools, and museums give the Wise Quarter its name. The Wise Quarter is also a vital place of governance, since it’s the seat of Absalom’s Grand Council and home to the Absalom Mint. The district’s archives contain some of the most valuable and most dangerous objects in the world. The infamous Blakros Museum, as just one example, has been the site of planar incursions, probes from alien worlds, and a giant ape attack, all in the last few years.

Other Areas of Interest

In addition to Absalom’s full-fledged districts, several other regions hold importance to the city’s daily life.

The Undercity

Absalom has been occupied, besieged, rebuilt, and built over repeatedly for thousands of years. As a result, many layers of streets and buildings have ended up below what is now the surface city. The tortuous byways of this “undercity” serve as service tunnels, secret passages, or sewers for the citizens above and ramshackle subterranean villages for the people brave (or desperate) enough to call the region home.
The Undercity’s many different areas are variously claimed by azarketi outcasts, monstrous criminals, tribes of kobolds, and people who simply fit nowhere else in Absalom. The deepest layers contain ruins from the time of Absalom’s emergence, as well as intentionally hidden sites such as the Labyrinth of Absalom. In this mythical maze, legend has it, Aroden defeated a terrible eons-old creature drawn up from below when the Last Azlanti raised the Isle of Kortos from the ocean floor.

Keeps

Absalom’s largest fortress is Azlanti Keep, a marvel of ancient architecture. Although only the military First Guard and its staff live or work here, Absalomian traditionalists perform pilgrimages to Azlanti Keep’s soaring Grand Vault to swear oaths before the Tablets of the First Laws, and educated folk come to see the trophies of thousands of military victories. Created by Aroden himself, the Grand Vault is large enough to shelter much of Absalom’s populace should a siege breach the walls. Since the Fiendflesh Siege in 4717 AR, Azlanti Keep is also the home of the city-state’s acting primarch, Wynsal Starborn.
Absalom’s other major keeps are less ambitious but still awe inspiring, constructed as they are in the soaring, many-tiered, flat-roofed style of old Absalomian architecture. Starwatch Keep, perched atop the escarpment of the city’s rocky eastern peninsula, overlooks Absalom Harbor and is home to the interdistrict police force called the Starwatch. On the opposite side of the harbor is Fort Tempest, the squalid outpost of Starwatch and First Guard flunkies.

Outskirts

The towns of Copperwood, Dawnfoot, Shoreline, and Westerhold cluster outside Absalom’s walls near major gates. Copperwood and Westerhold consist mostly of homes for various support staff and families of workers in nearby parts of Absalom, while many of the guards and administrators stationed in Starwatch Keep call Dawnfoot home. The suburb of Shoreline houses sailors, local fishers, and messy businesses such as tanneries, but it’s also a hot spot for smugglers and troublemakers who want to trade with Absalomians while avoiding the hefty fees and taxes imposed by the city’s harbormaster. In times of siege or conflict, the residents of Copperwood, Shoreline, and Westerhold withdraw into Absalom’s gates, while residents of Dawnfoot evacuate into Starwatch Keep.
South of Absalom, countless intentionally scuttled ships create a reef of debris and obstacles. The so-called Flotsam Graveyard is one-part military buffer against naval invasion and one-part unconventional tax, since it allows the Harbormaster’s Grange to make extra money by hiring out experienced pilots capable of navigating the perilous waters. Beyond the Flotsam Graveyard lies Kortos Bay, a massive bight dotted with a few rocky islands.

History

With nearly 5,000 years of prosperity, influence, and continuous activity, Absalom is second to none in shaping the Inner Sea’s destiny. Situated between a host of influential nations, Absalom consistently exerted influence by controlling Inner Sea traffic, attracting talent from countless realms, and assimilating disparate beliefs into a vibrant, multifaceted culture that has steered innovation and thought ever since. But the city is not a shining metropolis without flaws. Its buildings stand atop the past’s rubble, the wounds of countless sieges scar its walls, and the sins of generations past stain its streets.
Age of Aroden (1–400 AR): The Isle of Kortos owes its existence to Aroden, who raised the Starstone and the surrounding sea floor. Aroden took the Test of the Starstone and became a god. A primordial version of Absalom emerged from the ground as the Starstone Isle coagulated into its permanent shape, designed to match Aroden’s vision of a perfect city. For several centuries afterward, Aroden oversaw Absalom’s growth and helped defend its shores, granting the city unmatched influence. Virtually no records from Absalom survive from this time, though the nascent island’s neighbors maintain ample documentation of the city’s meteoric rise.
Age of Independence (410–1618 AR): Over the ages, Aroden increasingly departed from Absalom to pursue other godly objectives, and by the start of this period, he had visited the city for the last time. Absalom now controlled its own destiny. Increasingly, the island attracted prestigious visitors and avaricious raiders alike, enticing waves of Garundi, Tian, and Vudran immigration and influence. For all the wealth and innovation the booming population brought, the city swelled beyond the infrastructure Aroden envisioned centuries earlier. Thus, during this time, Absalom constructed many of its key structures and walls.
Age of Excess (1619–2925 AR): With centuries of prosperity and cultural dominance, Absalom’s populace began to consider itself superior to neighboring states. Sweeping legislation mandated foreign labor take an ever‑greater role in maintaining the city, ostensibly to free its enlightened citizens to pursue more high‑minded endeavors. These laws instead opened Absalom to foreign agents, encouraged indolence, and slowly drained the treasury. The first two mortals to pass the Test of the Starstone and apotheosize after Absalom’s establishment truly embody this era through their areas of concern: Norgorber, god of greed, secrets, and murder; and Cayden Cailean, god of alcohol, bravery, and freedom.
Age of Expansion (2926–4605 AR): A series of mainland earthquakes caused many of the controlling foreign powers to withdraw from Absalom. The citizens reclaimed control, overthrowing corrupt leaders and overturning pernicious laws. With newfound energy, Absalom renovated its dilapidated edifices and supported its neighbors in thwarting evil—particularly against Aroden’s ancient foe, the Whispering Tyrant. Absalom’s pride remained as strong as ever, and its missions abroad imposed the city’s values on foreign lands, looted treasures, or even conquered territory. Yet, the rash of retaliatory invasions that followed quashed Absalom’s imperial and moralistic ambitions.
Age of Inheritance (4606 AR–present): With the death of Aroden, Absalom staggered onward, demoralized. Increased conflict with Cheliax nearly saw the city overwhelmed in culture and military wars, and many of the tools Aroden left in the city’s care gradually lost their power. Although Absalom entered this era weakened by its founder’s demise, the catastrophe drove the city to establish its own identity and technologies to defend itself against new threats.

The Current State of Absalom

After a brief period of peace coinciding with the first half of Primarch Gyr’s reign, Absalom has experienced some of its worst trouble in decades, culminating in two attempted sieges within the same number of years. Three years ago, in 4717 AR, forces both within the city and without conspired to lay siege to Absalom in an event since known variously as the Black Echelon Uprising or the Fiendflesh Siege. The conflict began when an army of demons, fiendish constructs, and Baphomet-worshipping minotaurs encircled the city from the Cairnlands. Before they launched their formal attack, though, strange lights shone from the Pathfinder Society’s Grand Lodge in the Foreign Quarter, and a horde of undead invaders rose to fulfill a centuries-long pact and wreak havoc within the city’s walls. These undead saboteurs—members of Taldor’s ancient Black Echelon order—struck at the city and managed to take Fort Tempest. To make matters worse, a long-sunk armada in league with the Black Echelon rose from the depths of Absalom Harbor to join the attack.
In response to the surprise attack from all sides and because Primarch Gyr went missing sometime before or during the fray, the Grand Council named Wynsal Starborn siege lord of Absalom, granting the former military captain broad emergency powers. Starborn granted freedom to any enslaved person who would defend the city, an edict that eventually led to the abolishment of the Flesh Taxes and outlawed slavery. An alliance of the First Guard, freed slaves, and loyal agents of the Pathfinder Society ended the threat. With Lord Gyr of House Gixx still missing, Starborn’s rank of siege lord also bestowed upon him the title and responsibilities of acting primarch.
Absalomians savored their victory only briefly. In 4719 AR, the lich king Tar-Baphon launched an unprecedented attack on Absalom using a doomsday device called the Radiant Fire. Only the sacrifice of brave heroes whose souls intertwined with the device thwarted the Whispering Tyrant’s siege and saved the city from destruction. Shortly thereafter, Watcher Lord Ulthun II, of the fallen nation of Lastwall, arrived in Absalom with the news that the Tyrant had emerged from his failed surprise attack to gather an enormous undead army centered on the Isle of Terror, and that he would surely come for the Starstone once more. Citizens of Absalom view Ulthun and his retinue—including the self-styled “goblin king of Absalom,” Zusgut—as either heralds of Absalom’s imminent demise or vital sources of insight for its survival.
With so many recent catastrophes, most Absalomians either brim with energy inspired by their survival or harbor increasing dread of future perils. Luckily, the former is the prevailing attitude, and leaders are using the surge of enthusiasm to make good on major projects, including rebuilding the Precipice Quarter and rallying new recruits to fill out the ranks of the depleted military. For many, especially the formerly disenfranchised, there has never been a better time to call Absalom home. Yet for some, such as those who still mourn their dead or who must make room for so many new citizens, it is a trying era. In the same breath, an Absalomian might laud Acting Primarch Starborn’s liberal policies while speculating that the former captain’s thus-far 3-year term as “temporary” primarch is a step in the direction of a military coup.
In the near future, many civic leaders hope to finally settle the matter of choosing a new primarch and restore a sense of normalcy to the beleaguered city. The most prominent bidders for this position include the politically connected Scion Lord Avid of House Arnsen, the moderate yet visionary Scion Lady Darchana of House Madinani, and the popular and forward-thinking noblewoman Adrielle Neprathep. Traditionalists wish for a return to the old way of doing things and have thrown their weight behind Scion Lord Avid, whom they view as most likely to continue Lord Gyr’s lax policies. Then again, many military-minded Absalomians and a not-insignificant number of civilians have been so impressed with Wynsal Starborn’s conduct that they are calling for him to be installed as primarch permanently. Only time will tell how the tumultuous political atmosphere in the City at the Center of the World will resolve itself.

Tourism

The sheer number of visitors who travel to Absalom on a daily basis is dizzying, but the vast majority of these folk can be organized into one of three categories—all three of which can certainly include adventurers as well.
Pilgrims: These visitors come to Absalom for religious reasons, be it to pay homage to a famous (or infamous) temple or shrine, to seek advice from some of the Inner Sea’s wisest clerics, or as the result of another would-be deity hoping to ascend via the Test of the Starstone. Some of these pilgrims may even fancy themselves as Golarion’s newest deity-to-be!
Tourists: Absalom attracts curiosity from across the Inner Sea and beyond, and those who come to marvel at its history, its skyline, or its legacy are legion. Many locals have a love-hate relationship with tourists, whose influx of money is well-appreciated, but whose ignorance of local customs and traditions can cause unwanted strife.
Inlanders: Beyond Absalom’s walls and outlying towns, many folk of Starstone Isle dwell in crude settlements nestled in the island’s hills, mountains, and forests. These isolated communities nonetheless are a part of the island’s economic sphere, and most Inlanders inevitably visit the “big city” at least once in their lives, occasionally resulting in cultural conflicts. Absalomians tend to look down upon these Inlanders, arrogantly considering them uncivilized.

Maps

  • Absalom
    Map of the city of Absalom
Founding Date
0
Founders
Type
Metropolis
Population
306,900
Related Ethnicities
Inhabitant Demonym
Absalomian
Location under
Owner/Ruler
Ruling/Owning Rank
Owning Organization
Related Traditions

Coat of Arms, Colors, and the Mother-Sphinx

Absalom’s coat of arms features the unblinking Eye of Aroden on a field of ocean teal (or sometimes green). Each of the crest’s three corners features an identical golden crown, representing the wellsprings of human culture that combined to form Absalom. The top two crowns symbolize the human kingdoms of Avistan and Garund, with the bottom crown representing the Ancient Azlanti origins of Aroden and his following. The small golden circle above the eye represents the aeon orbs raised from the Darklands by Aroden to give life to the flora of Kortos. Three rays of light—knowledge conveyed to humanity from Aroden—radiate out from the god’s eye.
Absalom’s colors are golden yellow (to represent the Starstone) and rich teal (for the sea) or green (for the verdant plains of the Swardlands or the industrious forests of the Immenwood).
Among the oldest symbols associated with the city is the mother-sphinx, a winged, quasi-divine civic icon with a lion’s body and the head and torso of a human woman. Her hands grasp a scale and scepter, signs of rulership and justice. She’s sometimes shown pregnant, holding a scroll, or sitting atop a wave. Brought to the city by Osirian settlers in Absalom’s earliest days, the mother-sphinx represents the hybrid nature of Absalom, drawn from many traditions into one wise, powerful whole. She is also popular as a symbol of knowledge and arcane power, and features prominently in the iconography of some of the city’s most venerable secret societies.

Articles under Absalom


Age of Aroden

0 -AR 400 AR

The Isle of Kortos owes its existence to Aroden, who raised the Starstone and the surrounding sea floor. Aroden took the Test of the Starstone and became a god. A primordial version of Absalom emerged from the ground as the Starstone Isle coagulated into its permanent shape, designed to match Aroden’s vision of a perfect city. For several centuries afterward, Aroden oversaw Absalom’s growth and helped defend its shores, granting the city unmatched influence. Virtually no records from Absalom survive from this time, though the nascent island’s neighbors maintain ample documentation of the city’s meteoric rise.

  • 1 AR

    1 Abadius

    Absalom founded
    Founding

    Aroden raises the Starstone, forming the Isle of Kortos and founding Absalom.

    Location
    Absalom
    Additional timelines
  • 23 AR

    1 Arodus

    First Siege of Absalom
    Military: Battle

    Even as its divine patron ensured its advantage in diplomatic affairs, Absalom’s growing wealth attracted envious eyes. Legends preserve the minotaur warlord Voradni Voon’s siege of Absalom, the first of many over the millennia, during which Aroden personally led the defenders from atop Azlanti Keep. Voon’s army of centaurs, harpies, and minotaurs were shattered and scattered across the land. Absalom’s adventurers gave chase, in the process exploring Starstone Isle, documenting its countless surprises and uniting into so‑called hunting lodges dedicated to these exploits.

    Location
    Cairnlands
  • 166 AR


    Phantom Siege
    Military: Battle

    The archmage Nex, tired of warring with his ancient enemy Geb, turned his attention from southeast Garund to the Inner Sea, drawn at least in part by the prospect of claiming the Starstone for himself. The archmage also coveted the lore of Absalom’s House of Secrets (today known as the College of Mysteries), which amalgamated and attempted to preserve many of the human magical traditions discovered by Aroden in his disguised travels around the world during the last several centuries of the Age of Destiny.
    To mount this assault, Nex erected a mile‑tall featureless tower—the so‑called Spire of Nex—in the Cairnlands north of the city, then wove together a series of abducted demiplanes within it to create a battery of phantom versions of the heroes, villains, and monsters trapped within. Nex sent wave after wave of these magical creatures against the city in an ultimately fruitless bid to penetrate its walls. Dozens of so‑called “hunting lodges,” independent associations of adventurers and explorers until then based largely in the island’s interior, rushed to Absalom’s defense, beginning a tradition of adventurers defending the city in its times of need and of the city’s populace tolerating and even embracing such heroes.

    Location
    Spire of Nex
  • 400 AR


    Aroden departs Absalom
    Era beginning/end

    The oldest of Absalom’s surviving documents dates to this period. Near this year, Aroden departed Absalom to pursue exploits elsewhere on Golarion and into the Great Beyond.

Age of Independence

401 AR 1618 AR

Over the ages, Aroden increasingly departed from Absalom to pursue other godly objectives, and by the start of this period, he had visited the city for the last time. Absalom now controlled its own destiny. Increasingly, the island attracted prestigious visitors and avaricious raiders alike, enticing waves of Garundi, Tian, and Vudran immigration and influence. For all the wealth and innovation the booming population brought, the city swelled beyond the infrastructure Aroden envisioned centuries earlier. Thus, during this time, Absalom constructed many of its key structures and walls.

  • 430 AR


    Pirate Siege
    Military: Battle

    Three decades after Aroden withdrew from Absalom for adventures in the Great Beyond, the city’s enemies could no longer resist temptation. Over a century, a seemingly endless series of opportunistic pirate fleets blockaded the Isle of Kortos and blackmailed it into penury.
    Famine wracked the Isle of Kortos as supply lines to and from the city remained blocked for decades at a stretch. Pestilence knows no embargo, however, and even when the city was at its most isolated, disease found its way into Absalom. Several plagues wracked the populace, notably a devastating outbreak of the infamous Yellow Death sickness that claimed hundreds of lives and was only turned back by the great Arodenite patriarch Sarnax using an Ancient Azlanti artifact called the Radiant Spark.
    The assistance of foreign mercenaries eventually thwarted the pirate menace, sinking its final fleet to make the earliest contribution to the Flotsam Graveyard in the city’s harbor. With little gold left, Absalom’s Grand Council was forced to promise land and titles to these outlander saviors. Many of the city’s oldest noble houses trace their origin to this era, as does the town of Diobel and Absalom’s Navy.

  • 430 AR

    536 AR


    Pirate Siege
    Military: Battle

    Three decades after Aroden withdrew from Absalom for adventures in the Great Beyond, the city’s enemies could no longer resist temptation. Over a century, a seemingly endless series of opportunistic pirate fleets blockaded the Isle of Kortos and blackmailed it into penury.
    Famine wracked the Isle of Kortos as supply lines to and from the city remained blocked for decades at a stretch. Pestilence knows no embargo, however, and even when the city was at its most isolated, disease found its way into Absalom. Several plagues wracked the populace, notably a devastating outbreak of the infamous Yellow Death sickness that claimed hundreds of lives and was only turned back by the great Arodenite patriarch Sarnax using an Ancient Azlanti artifact called the Radiant Spark.
    The assistance of foreign mercenaries eventually thwarted the pirate menace, sinking its final fleet to make the earliest contribution to the Flotsam Graveyard in the city’s harbor. With little gold left, Absalom’s Grand Council was forced to promise land and titles to these outlander saviors. Many of the city’s oldest noble houses trace their origin to this era, as does the town of Diobel and Absalom’s Navy.

  • 537 AR


    The legendary Vudran maharajah Khiben-Sald visits Absalom
    Cultural event

    The legendary Vudran maharajah Khiben-Sald visits Absalom. The maharajah delighted in Absalom’s old Azlanti architecture, cosmopolitan style, and hospitality, declaring it the “Jewel of the Inner Sea.” The citizens delighted in the attention. In Khiben‑Sald’s wake, he left an ebullient city now enamored with Vudran culture, art, and spices—all of which Vudran merchants happily imported at great cost.

  • 544 AR


    The Forty-Four Foul Incident
    Miscellaneous

    The smell of the “Forty-Four Foul” sewer incident overwhelms Absalom’s residents.

  • 546 AR


    The First Great Sewer Expansion begins
    Construction beginning/end

    The First Great Sewer Expansion begins, lasting 8 years.

  • 580 AR


    Construction on Absalom’s original city walls concludes
    Construction beginning/end

    Construction on Absalom’s original city walls concludes.

  • 744 AR


    Siege of Kin
    Military: Battle

    Though the slight that provoked this siege has long been forgotten, the answering wrath of the fey prince Juroveal fell upon the citizens of Absalom in return. Juroveal led comparatively small armies of satyr and minotaur allies but evened the score with powerful magic. When Absalom proved capable of resisting his first assault, the seilenos cast a terrible ritual over the city, binding the unfortunate citizens unprotected by Azlanti Keep to act as puppets under his command. From atop a slave‑built tower and palace, Juroveal then animated trees from the nearby Immenwood to act as living siege engines against the city walls.
    The fey prince was routed not by Absalom’s armies, but by its peerless scholars and lorekeepers—Juroveal was tricked into banishing himself from Golarion. His palace was then built into the city walls, turning his assault into Absalom’s strength.

  • 810 AR


    Silversurf Pact finalized
    Diplomatic action

    City officials and azarketi ambassadors finalize the Silversurf Pact, establishing stronger protections for gillfolk and securing their aid in training the newly founded Wave Riders.

  • 1298 AR


    Siege of the Prophets
    Military: War

    The Prophet‑Kings were five petty tyrants who had carved out kingdoms for themselves in Northern Garund’s Scorched Coast, on the eastern edge of modern Rahadoum, where the mighty city‑states of the Tekritanin League had controlled much of western Garund in the early days of the Age of Destiny before their ultimate defeat by the Empire of Osirion.
    Pushed from their lands by local unrest, they fixated their attention upon the Isle of Kortos, swearing to topple Absalom and claim the Starstone as the culmination of the prophecies that had brought them together and into power in the first place. Each Prophet‑King brought their own army to the island, striking from a different beachhead. An army of Inlanders and dwarves of Galizhur ground themselves into extinction destroying one of these armies—that of Garial the Thankless—in the deep harbor north of Diobel, which to this day is sometimes called Ungrateful Bay. The Dunmire swallowed the army of Valigar Seven‑Sword. Egrizail, Xcaril, and Zerishar made it to Absalom, where the three Prophet‑Kings sieged the city for months before famously breaching the Postern Gate. Egrizail and Xcaril survived that disastrous climactic battle but fled across the Scrape with the remnants of their broken armies. When harsh terrain and the native centaurs dwindled the survivors to the point that they no longer posed a threat to Absalom, the city’s First Guard called off its pursuit, and a handful of ships filled with shaken, demoralized zealots—two would‑be godlings among them—were soon all that remained of the once‑glorious army.
    These survivors limped their way to the Isle of Erran, then restricted to the clergy of Aroden. Perhaps because of the Last Azlanti’s connection to prophecy, the church secretly gave succor to the remnants of the defeated Prophet‑Kings, allowing them to settle the northern forests and mountains of the small island where their strange tombs remain to this day.

  • 1308 AR


    The Resplendent Phoenix visits Absalom

    An immense Tian junk called the Resplendent Phoenix visits Absalom.

  • 1464 AR


    The Reborn Rebellion
    Revolution

    The “Reborn Rebellion” results in bloody door-to-door fighting.

  • 1532 AR


    Osirian immigrants flee to Absalom
    Population Migration / Travel

    Kelesh takes control of Osirion, beginning the Keleshite Interregnum. Absalom struggles to accommodate waves of Osirian immigrants.

    Additional timelines
  • 1542 AR


    The Sun Scarab Siege
    Military: Battle

    Menedes XVII besieges Absalom in the Sun Scarab Siege.

Age of Excess

1619 AR 2925 AR

With centuries of prosperity and cultural dominance, Absalom’s populace began to consider itself superior to neighboring states. Sweeping legislation mandated foreign labor take an ever‑greater role in maintaining the city, ostensibly to free its enlightened citizens to pursue more high‑minded endeavors. These laws instead opened Absalom to foreign agents, encouraged indolence, and slowly drained the treasury. The first two mortals to pass the Test of the Starstone and apotheosize after Absalom’s establishment truly embody this era through their areas of concern: Norgorber, god of greed, secrets, and murder; and Cayden Cailean, god of alcohol, bravery, and freedom.

  • 1619 AR


    The Radiant Siege
    Military: Battle

    Kharnas the Angel-Binder launches the Radiant Siege.

  • 1620 AR


    First Radiant Festival
    Miscellaneous

    The first Radiant Festival is held to honor those who died in the Radiant Siege, establishing a centennial tradition.

  • 1893 AR


    Norgorber ascends
    Religious event

    Norgorber completes the Test of the Starstone.

    Additional timelines
  • 1997 AR


    The Proxy Laws are established
    Political event

    Absalom establishes the Proxy Laws, which in turn paves the way for two foreign powers—the Blue Lords and the Cult of the Hawk—to compete for control of the city.

  • 2110 AR


    The “Mount Absalom” construction boom begins
    Construction beginning/end

    The “Mount Absalom” construction boom begins.

  • 2254 AR


    Cult of the Dawnflower assassinations
    Political event

    Apparent assassinations tied to the Cult of the Dawnflower leave eight Osirian officials dead before Absalom’s own Sarenites intervene to stop their overzealous colleagues.

  • 2502 AR


    The Siege of Krakens and Kings
    Military: Battle

    The Siege of Krakens and Kings pits two foreign-funded mercenary companies against one another in Absalom. The Foreign Quarter suffers extensive damage.

  • 2640 AR


    The elves’ return to Golarion from Castrovel sparks countless new fashions inspired by Castrovelian art and architecture
    Cultural event

    The elves’ return to Golarion from Castrovel sparks countless new fashions inspired by Castrovelian art and architecture.

  • 2765 AR


    Cayden Cailean ascends
    Religious event

    Cayden Cailean passes the Test of the Starstone.

    Additional timelines
  • 2850 AR


    The Conjured Siege
    Military: Battle

    Absalom’s primarch executes swaths of the Grand Council, replacing them with blindly loyal followers. At last disgusted with Absalom’s corruption, Arclords affiliated with the Arcanamirium launch the Conjured Siege, which Absalom repels by relying on unscrupulous allies.

  • 2920 AR


    Earthquakes devastate Taldor and Qadira
    Disaster / Destruction

    Massive earthquakes devastate both Taldor and Qadira, killing tens of thousands and flattening many cities. Some Taldan nobles accept this as proof that Qadira worships Rovagug and threatens to unleash the Rough Beast from his prison, while Satrap Gheber II declares this proof of Taldan allegiance with evil gods and requests leave to invade Taldor. The empress refuses.

  • 2920 AR


    The Blue Lords and Cult of the Hawk withdraw from Absalom
    Political event

    An earthquake devastates Taldor and Qadira, causing the Blue Lords and Cult of the Hawk to withdraw from Absalom.

  • 2921 AR


    Absalom overturns the Proxy Laws
    Political event

    Absalom overturns the Proxy Laws.

  • 2925 AR


    Witherwheat Crisis
    Miscellaneous

    Mass emigration of skilled labor triggers the Witherwheat Crisis.

Age of Expansion

2926 AR 4605 AR

A series of mainland earthquakes caused many of the controlling foreign powers to withdraw from Absalom. The citizens reclaimed control, overthrowing corrupt leaders and overturning pernicious laws. With newfound energy, Absalom renovated its dilapidated edifices and supported its neighbors in thwarting evil—particularly against Aroden’s ancient foe, the Whispering Tyrant. Absalom’s pride remained as strong as ever, and its missions abroad imposed the city’s values on foreign lands, looted treasures, or even conquered territory. Yet, the rash of retaliatory invasions that followed quashed Absalom’s imperial and moralistic ambitions.

  • 2972 AR


    Absalom legalizes slavery
    Political event

    Absalom legalizes slavery.

  • 3005 AR


    Absalom expands its city walls
    Construction beginning/end

    Following millennia of the city’s growth, Absalom at last renovates, expands, and raises its city walls.

  • 3200 AR

    3800 AR


    Hunting lodges are popular
    Cultural event

    Hunting lodges enjoy a 600-year-long golden age of prominence and popularity.

  • 3632 AR


    Siege of the Machine Mage
    Military: Battle

    The “Machine Mage” Karamoss besieges Absalom.

  • 3754 AR


    The Shining Crusade begins
    Military: War

    Taldor launches the Shining Crusade to destroy the lich Tar-Baphon and his undead armies.

  • 3823 AR


    Arazni is slain
    Life, Death

    The Whispering Tyrant slays Arazni, inspiring a huge wave of support from Absalom for the Shining Crusade.

  • 3824 AR


    Iomedae defends Absalom from sea ghouls
    Military: Battle

    The mortal Iomedae defends Absalom from a retributive invasion of sea ghouls.

  • 3827 AR


    Tar-Baphon is defeated
    Military action

    Tar-Baphon is defeated and imprisoned within his former fortress of Gallowspire.

    Location
    Gallowspire
  • 3832 AR


    Iomedae ascends
    Religious event

    Iomedae passes the Test of the Starstone.

    Additional timelines
  • 3908 AR


    The Silent Tide invasion is thwarted
    Military action

    Local heroes thwart the Silent Tide invasion.

  • 4008 AR


    The Charge of the Gorgon begins
    Cultural event

    Absalom begins the macabre Charge of the Gorgon tradition.

  • 4092 AR


    Maejerx Steeleye rises to power
    Miscellaneous

    The powerful dragon Maejerx Steeleye rises to power in the Kortos Mounts.

  • 4137 AR


    Cheliax besieges Absalom
    Military: Battle

    Under the banner of the mad prince Haliad I, Cheliax unsuccessfully besieges Absalom for the first time. Gains in Garund, however, grant Cheliax complete control of the Arch of Aroden, cementing a naval supremacy that remains to this day. A month later, Absalom adopts the Edrentar Doctrine to defend the Inner Sea.

    Location
    Absalom
  • 4138 AR


    Absalom establishes the port of Escadar
    Founding

    Absalom establishes the port of Escadar.

  • 4142 AR


    Absalom outlaws slavery
    Political event

    Absalom outlaws slavery.

  • 4208 AR


    The Beast is constructed
    Construction beginning/end

  • 4217 AR


    The Yellow Death devastates Absalom
    Plague / Epidemic

    The Yellow Death devastates Absalom.

  • 4307 AR


    The Pathfinder Society holds its inaugural gathering in Absalom
    Gathering / Conference

    The Pathfinder Society holds its inaugural gathering in Absalom.

  • 4319 AR


    The Pathfinder Selmius Foster travels to Vudra and opens up greater trade with the subcontinent
    Expedition

    The Pathfinder Selmius Foster travels to Vudra and opens up greater trade with the subcontinent.

  • 4320 AR


    The Pathfinder Society breaks ground on the Grand Lodge
    Construction beginning/end

    The Pathfinder Society breaks ground on the Grand Lodge.

  • 4323 AR


    The Qadiran general Taliq Asad besieges Absalom
    Military: Battle

    The Qadiran general Taliq Asad besieges Absalom.

    Additional timelines
  • 4414 AR


    Absalom dispatches the first of its Virtue Corps to Katapesh
    Expedition

    Absalom dispatches the first of its Virtue Corps to Katapesh.

  • 4499 AR


    The Red Siege
    Military: Battle

    Rahadoum launches the Red Siege against Absalom in retaliation for waves of unwelcome Virtue Corps.

  • 4500 AR


    Siege of the Ravenous Raja
    Military: Battle

    Also in retaliation for presumptuous Virtue Corps actions abroad, Vudra besieges Absalom in the Siege of the Ravenous Raja.

  • 4503 AR


    Absalom recalls the last of its Virtue Corps
    Civil action

    Absalom recalls the last of its Virtue Corps.

  • 4514 AR


    Belcorra Haruvex is defeated
    Miscellaneous

    Adventurers defeat the mage Belcorra Haruvex, preventing a devastating siege by her army of aberrations.

  • 4592 AR


    Adventurers slay Maejerx Steeleye
    Miscellaneous

    Adventurers slay Maejerx Steeleye.

  • 4602 AR


    Scourge of the Sea Lions
    Military: Battle

    Absalom handily repels the Scourge of the Sea Lions, a naval siege.

Age of Inheritance

4606 AR and beyond

With the death of Aroden, Absalom staggered onward, demoralized. Increased conflict with Cheliax nearly saw the city overwhelmed in culture and military wars, and many of the tools Aroden left in the city’s care gradually lost their power. Although Absalom entered this era weakened by its founder’s demise, the catastrophe drove the city to establish its own identity and technologies to defend itself against new threats.

  • 4606 AR


    Aroden dies
    Religious event

    Aroden dies, producing several weeks of powerful, destructive storms across Golarion. His death triggers weeks of mourning and panic in Absalom and leaves the empire of Cheliax without a divine mandate. Chaos in Cheliax leaves the liege nation unable to fully govern Andoran.

  • 4620 AR


    30th Radiant Festival is canceled
    Cultural event

    The 30th Radiant Festival is canceled in the wake of Aroden’s death.

  • 4630 AR


    Siege of Lost Knights
    Military: Battle

    A conflict between Mendevian crusaders and Absalom leads to the brief Siege of Lost Knights.

  • 4635 AR


    Absalom legalizes slavery again
    Political event

    Absalom reinstates the Flesh Taxes, legalizing slavery.

  • 4640 AR


    House Thrune takes control of Cheliax
    Political event

    House Thrune emerges as the victor in the decades-long infighting over the throne of Cheliax, and institutes diabolism and the worship of Asmodeus as the official state religion. Emboldened Chelaxian sympathizers exert increasing influence in Absalom and stoke fears of invasion.

  • 4659 AR


    Primarch Seib dies, triggering riots
    Political event

    Primarch Seib dies, triggering riots.

  • 4660 AR


    Lord Gyr of House Gixx becomes primarch
    Political event

    Lord Gyr of House Gixx becomes primarch.

  • 4688 AR


    Grit originates in the puddles
    Miscellaneous

    A drug known as grit originates in what is now the Puddles.

  • 4693 AR


    Lord Gyr establishes Black Whale Prison
    Founding

    Lord Gyr establishes Black Whale Prison.

  • 4696 AR


    The Sewer Dragons tribe establishes itself
    Population Migration / Travel

    The Sewer Dragons kobold family begins carving out its subterranean empire in Absalom’s sewers.

  • 4698 AR


    Devil's Night Uprising
    Disaster / Destruction

  • 4698 AR


    A terrible earthquake strikes Absalom
    Disaster / Destruction

    A terrible earthquake strikes Absalom, devastating several districts.

  • 4704 AR


    The Linnorm King White Estrid sails to Absalom
    Diplomatic action

    The Linnorm King White Estrid sails to Absalom.

  • 4712 AR


    Construction on a secondary sewer system begins in Westgate
    Construction beginning/end

    Construction on a secondary sewer system begins in Westgate.

  • 4717 AR


    Black Echelon Uprising/Fiendflesh Siege
    Military: Battle

    An army of demonflesh constructs and undead marines attacks in the brief Black Echelon Uprising. Primarch Gyr disappears. Acting Siege Lord Wynsal Starborn orders the manumission of all slaves in Absalom willing to fight in defense of the city. Slave trading and slavery in Absalom is thereafter abolished by popular decree of the Grand Council.

  • 4718 AR


    The aging eccentric Captain Tanner wins the Kortos Regatta
    Miscellaneous

    The aging eccentric Captain Tanner wins the Kortos Regatta, shortly afterward disappearing with the pearl-encrusted trophy.

  • 4719 AR


    Harbormaster Hugen’s ship mysteriously sinks
    Life, Death

    Harbormaster Hugen’s ship mysteriously sinks near Absalom, with the harbormaster presumed dead.

  • 4719 AR


    Siege of the Whispering Tyrant
    Military: Battle

    Tar-Baphon attempts to invade Absalom but is defeated when his own destructive magic is reflected back on him. Watcher-Lord Ulthun II of Lastwall arrives in Absalom.

    Location
    Tyrant’s Grasp
    Additional timelines
  • 4719 AR


    Major renovations of the ruined Precipice District begin
    Construction beginning/end

    Major renovations of the ruined Precipice District begin.

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