Absalom

For more than 4,000 years, 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.

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 Almas,Cassomir, Katheer, Niswan, Okeno, Oppara, Oregent, Ostenso, and Sothis. However, Absalom has varying relations with and regulations concerning trade with these cities: 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.

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. 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.

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.

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 a handful of 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 neighborhoods run the gamut of both the economic and social spectra. Additionally, austere monuments of historical and spiritual significance draw thousands of people to Azlanti Keep, the Ascendant Court and Wise Quarter on a daily basis.

Holdings
More than just a city, Absalom controls holdings in and around the Isle of Kortos (though much of the isle remains wilderness). Although still under the control of the city-state, they function as independent communities.

Diobel, the smaller of the two settlements, is a bustling port town located on the western coast of Kortos. The town is a center of trade in its own right, acting as a hub for fishermen, traders and smugglers wishing to bring illicit goods into the City at the Center of the World via overland caravan instead of through the closely watched harbor of Absalom proper. Because of its important position as an alternative shipping route into the city, control of Diobel is very valuable and rising factions wishing to gain power in Absalom can often be seen first across the Isle in Diobel. The city is currently ruled by Scion Lord Avid of House Arnsen, a rival and childhood friend of Absalom's own Lord Gyr.

Escadar is a vital military town located on the Isle of Erran off Kortos's northern shore. Originally founded as a shipyard and warehouse to aid Absalom against naval blockades, the town quickly grew as workers and naval officers moved to Erran. Beyond its continuing function as a reserve navy for times of siege, the fair-sized military base operates throughout the Inner Sea and as far south as the Obari Ocean in constant efforts to hamper piracy in the region. Escadar's governing body, the Lesser Council of retired ship captains and young relatives of members of the Absalom Grand Council, has also been known to grant letters of marque to civilian ships committed to fighting piracy in the waters around the Isle of Kortos itself.

Grand Council of Absalom
The Council has twelve high seats (including the Primarch's) and a variable number of low seats. Attaining a high seat requires nothing more than showing one of twelve magical cornucopias which act as seals of office at an annual meeting. These positions are generally held by powerful merchants, important religious figures, and members of the aristocracy. Seats of the low council are decided by High Council vote annually and members of the low council typically hold minor or unglamorous bureaucratic positions. Member of the low council generally come from prominent families, or are prominent office holders. More notable titles such as Exchequer of the Taxation, Justice of the Courts, Trade Minister and Sea Lord are reserved for High Council members.

The Council votes on all matters of state except those denoted as Matters of Note, which are debated and decided by the High Council only. Of course, whether an issue is a Matter of Note is itself a Matter of Note, meaning that the High Council can take over any issue that a majority of them wish to rule on.

Each district is represented in the Low Council by at least one seat and each Absalom's vassal-cities also receive two seats, appointed by their governments. A number of low seats are also handed out to fill whatever duties the High Council feels need representation. Currently the Absalom Low Council has 49 members making the entire Grand Council a total of 61 seats.

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.

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.