Absalom

For more than 4,000 years, Absalom has been the City at the Center of the World, a metropolis-sized showcase of the greatest treasures in all Golarion. The importance and influence of Absalom upon the Inner Sea and the whole of Golarion can not be overstated. The city not only holds a key strategic position for both commercial and military endeavors in the region, but encompasses the site of the ascension of four deities and claims to have been founded by none other than the Last Azlanti, the god Aroden. It is not without reason that the passage of time throughout the Inner Sea region is counted in Absalom Reckoning.  
 

Geography

Situated on the southern coast of the Isle of Kortos, Absalom is the largest city in the Inner Sea region and quite possibly the entire world. The ice-capped peaks of the Kortos Mounts are among the highest known in the world, stretching high above treeline. Countless abandoned siege engines and constructions of war from the numerous failed attempts throughout history to take the city by force lie scattered throughout the surrounding countryside in what has become known as the Cairnlands and the wreckage of armadas of unsuccessful attempts on the city from the sea all but block the wide harbor in a mass known as the Flotsam Graveyard.   The city itself is enormous: it stretches more than seven miles from the Starwatch Keep to Azlanti Keep and more than five miles from Westgate to Eastgate, and Absalom has three times as many residents as the capital of Cheliax, Egorian.  

Districts

A city the size of Absalom could not function as a single cohesive unit, thus it has been divided or split naturally over time into eleven distinct districts, each a city unto itself both in terms of sheer population and overall atmosphere, and each having its own district council to run its day-to-day affairs. From the high-class havens of the Petal and Ivy Districts to the dangerous and destitute districts of the Puddles and Precipice Quarter, Absalom's districts run the gamut of both the economic and social spectra. Additionally, austere monuments of historical and spiritual significance draw thousands of people to the Ascendant Court and Wise Quarter on a daily basis.  

Economy

Absalom's great wealth is driven by trade, so the city's rulers strive to craft policies favorable to commerce (and their own interests), but otherwise take a relatively laissez-faire approach to regulation. Taxes in the city are very light, although Siege Taxes during wartime may be significantly higher. There are no property taxes, although the city charges for access to roads, sanitation, and other public infrastructure. Modest taxes on foreign merchants, fees for pilots through the Flotsam Graveyard, and docking fees, are generally sufficient to supply the city's needs.   Absalom's economy can be divided into three basic parts: craftsmen, who manufacture goods; traders, who buy and sell physical goods; and laborers, who provide services. While craftsmen and laborers are organized into guilds that provide legal and illegal products and services, traders are prohibited from organizing to prevent collusion and price-fixing. The city's laws require that goods to be sold must be owned by a single merchant, who may operate a single commercial outlet for them. Absalom's currency consists of pennies, silver weights, crests, gold measures, and platinum sphinxes.   The city is a major hub for commerce on the Inner Sea, and its most common trading partners include the cities of Almas, Cassomir, Katheer, Niswan, Okeno, Oppara, Oregent, Ostenso, and Sothis. However, Absalom has varying relations with and regulations concerning trade with them. For example, Almas views Absalom's ships as unwelcome bullies, while Vudrani traders from Niswan are celebrated, and ships from Oregent must prove they carry only glassware and silverware or face a 100% tariff. Other ships come from all over the world, as far away as Tian Xia. Absalom acts as a hub for these countries and disseminates these goods to ships on their way to other ports across the Inner Sea.   Due to Absalom's size and scale, beasts of burden are important elements of the city's commerce and transport. Regular bench-wagons allow commoners to ride around town for a copper, and halfling porters with dog travois can be hired for a similar price. Horses are rare on the Isle of Kortos, since the centaur tribes regard them as invaders and the harpies like to eat them. Consequently, the most prominent beast of burden is the camel; farmers use them for agriculture, drovers use them to pull wagons and chariots, and many district guards field a camel cavalry. Camel barding is more commonly available than barding for horses in the city. After camels, axe beaks are most common mount and beast of burden, faster and better able to defend themselves than camels. Dogs, lizards, elephants, and monstrous centipedes are also found; before the establishment of Hackamore House, much saddle and tack had to be custom made or ordered from dozens of shops due to the diversity of animals used in the city.  

Exports

Even though goods from across the world are traded in Absalom, it also has several important exports that originate in and around the Isle of Kortos. Lumber is harvested in the Immenwood and brought via the Deluge River to Diobel or overland to Otari . Diobel's shallow harbor also has plentiful oyster beds and are considered some of the finest in the Inner Sea region. Iron is mined in the Isle of Kortos' interior (most notably in the dwarven settlement of Galizhur) and supples Absalom's countless craftspeople that sell their goods across Golarion. Finally, various skymetals are harvested by Low Azlanti on the ocean floor or harvested in the Diobel Hills. Absalom is also famous for its shellfish: oysters, clams, scallops, crabs, and lobster.  

Government

Absalom is ruled by the Grand Council which is chaired by the primarch, a position currently held by Lord Gyr of House Gixx. The Council has twelve high seats (including the primarch's) and a variable number of low seats. Most of the city's administrative positions are filled by members of the Council, the more sought after titles going to members of the High Council. The position of primarch is held for life and decided upon by the High Council. It has additional privileges unique to the position granting the holder considerable power over the Council, and by corollary, the City at the Center of the World itself. Much of the day-to-day administration are handled by the district councils of Absalom. The district councils are headed by a nomarch, who is appointed by the Low Council with the approval of the primarch.  

Military and Law Enforcement

Absalom is defended by a complicated web of military and law enforcement organizations, each of which has differing mandates. The First Guard serves as Absalom's army. They man the city's walls, gates, and forts and protect it from external threats. The Starwatch is a military, intelligence, and law enforcement organization headquartered at Starwatch Keep outside the city. They enforce the Grand Council's decrees, investigate crimes that cross district lines, and look into misconduct by the city's other military and law enforcement groups. Absalom's Navy is the largest of the military branches and protects the city from attacks by sea and also oversees the hippocampus-mounted Wave Riders. Finally, the various district watches or guards investigate crimes committed only within the various districts of the city.  

History

Founded in 1 AR by the god Aroden when he raised the Starstone from the depths of the Inner Sea, there is nothing ordinary about Absalom's history even from its very first day in existence. Its whole-cloth creation allowed for a quick inhabitation and Aroden tasked the best and bravest from throughout Inner Sea region to protect the Starstone and prevent any from moving it.   But given Absalom's tactical position in the middle of countless trade routes and its undeniable influence, many ambitious nations or greedy warlords have set their sights upon the walls of the city over the millennia, and the guarding of the city and the Starstone within has never been easy. For the past four millennia, the city has been besieged by one army after another, in an attempt to bring Absalom to its knees and wrest control of it from all others. Despite the relentless onslaught, the city has never fallen. Relics of these ongoing wars still litter the plains of the Isle of Kortos surrounding the city (known as the Cairnlands) and sunken warships clutter the harbor.  

Inhabitants

More so than anywhere else on Golarion, Absalom plays home to every conceivable type of inhabitant. While primarily a human settlement, members of all races, religions and homelands can be seen in (and under) the streets of the City in the Center of the World. The specific demographics of each individual district vary greatly, but there are few (if any) peoples who are not represented somewhere within the city, even the mysterious gillmen of ancient Azlant and travelers from other planes.   The earliest inhabitants of Absalom were wise and brave nobles, merchants and adventurers from the lands nearest to the Isle of Kortos, thus the influence of the nations of Andoran, Cheliax, Osirion, Qadira, Taldor and Thuvia remain most pronounced in the city to this day. Due to influence of nearby Osirion and Qadira, many of the city's inhabitants speak Kelish or Osiriani in addition to Taldane.   Halflings are the second largest racial group in the city after the humans making Absalom one of the main halfling settlements in the Inner Sea region. Halflings from many countries come to Absalom joining the indigenous community. The main halfling districts are The Coins, Eastgate and the Foreign Quarter; few halflings live or travel to the Puddles where the height of the water can be dangerous for them.   Elves are relatively uncommon in Absalom, mostly consisting of adventurers or outcasts; more common are their half-elven descendants, many of whom can be found around the Pleasure Salon of Calistria.   Many of Absalom's residents organize themselves into houses, which are similar to clans organized by national origin.  

Religion

The most common faiths in Absalom are, of course, those of the four ascended gods: Aroden, Norgorber, Cayden Cailean and Iomedae. In addition to these churches, temples and shrines to Abadar, Nethys, Sarenrae, Calistria, Irori and Shelyn can be found throughout the metropolis. Absalom is also the only civilized city where the worship of Norgorber is tolerated.   With this variety of religious institutions all on one place, many services and items are offered. Some of these items include cathedral pit stones and whisper safes.  

Symbols

Absalom's many centuries of immigration have provided it with a dizzying array of guilds, houses, religious and martial orders, and other organizations, each with their own symbols. Absalom as a whole, however, has a number of common symbols. The city's colors are golden yellow (for the Starstone) and green (for the sea and the island's lush pastures). Absalom's mascots are the hippocampus, representing the island's naval power and Sea Cavalry, and the mother-sphinx, imported from Osirion. Absalom's mother-sphinx is typically presented as a winged lion with a female human head and upper body, and occasionally shown pregnant, astride a wave, or with human hands holding a scale and scepter or scroll. The city's motto is "Ex Prothex", which is interpreted to mean "From the First" or "First Among Equals". Absalom's hybrid nature and long history are reflected some of the in the foreign names for it: the Patchwork City, or the City of Buried Treasures.

Founding Date
1 AR
Alternative Name(s)
City at the Center of the World, Patchwork City, City of Buried Treasures, Jewel of the Inner Sea
Type
Capital
Population
306,900
Location under
Demographics
62% human, 11% halfling, 8% aiuvarin, 7% gnome, 5% dwarf, 2% elf, 1% goblin, 1% half-orc, 3% other ancestries
Government
Conventional (Grand Council)
Demonym
Absalomians
Adjective
Absalom
Ruler
Lord Gyr of House Gixx