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Government of Absalom

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The government of Absalom consists of the Grand Council, which is chaired by the Primarch, a position held by Wynsal Starborn since the disappearance of Lord Gyr of House Gixx several years prior to 4719 AR.[1][2] Management of the individual city districts is handled by the 12 district councils, which meet within their respective quarters.[3] 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.[4] 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 are generally sufficient to supply the city's needs.[4]

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.[3][5]

The Grand Council as a whole 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.[3]

Each district is represented in the Low Council by at least one seat and each of 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.[6]

Members of the High Council

Members of the Low Council

Primarch of Absalom

The word primarch redirects here, but it is used as a governmental title in other places as well, such as Galt.[13][14]

The Primarch has additional privileges unique to the position, granting his considerable power over the Council, and by corollary the City at the Center of the World itself. The position is held for life and a Primarch cannot name a successor. It is within his power to veto any political appointment from a member of the High Council taking a specific position to the creation of a new low seat. He is also the only person capable of calling the High Council to meet and can thus hold the government of the city hostage unless his demands are met.

Traditionally, the Primarch also holds the position of Sea Lord, though this is the decision of the Primarch, and Lord Gyr currently holds the title of First Spell Lord instead.[3] The primarch's official residence is located in the Wise Quarter.[15]

Known Primarchs

District councils of Absalom

Each district of Absalom is governed by a local council that is headed by a nomarch, except the Petal District council, where the title of "satrap" used. The nomarch is appointed by the Low Council and must be approved by the Primarch.[19] The nomarch of each council also sits on the Low Council of Absalom, but may not sit on the Grand Council due to the Reborn Rebellion of 1464 AR.[19] Each council has its own rules and traditions, influenced by the cultural heritage of the district's residents, and operates independently, although the Grand Council can overrule any local decision.[19]

Military & 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. The Absalom 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 guards or watches investigate crimes committed only within the various districts of the city.[20]

Shadow War

Politics in Absalom is a complicated and sometimes dangerous business, as the primarch, Grand Council, Low Council, and district councils constantly vie for power and control against one another. In addition to the acutal members of government, various factions and noble houses also manipulate how the city is run from deciding who sits on the Low Council to the price of onions. This perpetual conflict is known as the Shadow War, and those who are well versed in its intricacies are aware that every actor in a civil squabble within the city often has countless political or social agendas.[1]

References

For additional resources, see the Meta page.

  1. 1.0 1.1 1.2 1.3 Tanya DePass, James Jacobs, Lyz Liddell, et al. (2019). Lost Omens World Guide, p. 18. Paizo Inc. ISBN 978-1-64078-172-6
  2. 2.0 2.1 2.2 Lyz Liddell. (2019). The Absalom Initiation, p. 3. Paizo Inc. . Gyr disappeared "several years ago" as of 4719 AR, derived from the publication date.
  3. 3.0 3.1 3.2 3.3 Erik Mona et al. (2008). Campaign Setting, p. 55–56. Paizo Publishing, LLC. ISBN 978-1-60125-112-1
  4. 4.0 4.1 Owen K.C. Stephens. (2008). Guide to Absalom, p. 5. Paizo Publishing, LLC. ISBN 978-1-60125-141-1
  5. James Jacobs et al. (2011). The Inner Sea World Guide, p. 38–39. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
  6. Owen K.C. Stephens. (2008). Guide to Absalom, p. 47. Paizo Publishing, LLC. ISBN 978-1-60125-141-1
  7. Joshua J. Frost et al. (2009-2014). Guide to Pathfinder Society Organized Play, p. 12. Paizo Inc.
  8. Benjamin U. Fields, Kim Frandsen, Jim Groves, Amber Stewart, and Diego Valdez. (2020). "Adventure Toolbox". Ruins of the Radiant Siege, p. 90–91. Paizo Inc. ISBN 978-1-64078-294-5
  9. Patrick Renie. (2020). "The Radiant Festival". Devil at the Dreaming Palace, p. 68. Paizo Inc. ISBN 978-1-64078-253-2
  10. Benjamin U. Fields, Kim Frandsen, Jim Groves, Amber Stewart, and Diego Valdez. (2020). "Adventure Toolbox". Ruins of the Radiant Siege, p. 86–87. Paizo Inc. ISBN 978-1-64078-294-5
  11. Mark Garringer. (2014). Slave Ships of Absalom, p. 4, 10. Paizo Inc.
  12. Owen K.C. Stephens. (2008). Guide to Absalom, p. 44. Paizo Publishing, LLC. ISBN 978-1-60125-141-1
  13. James Jacobs and Greg A. Vaughan. (2008). Into the Darklands, p. 5. Paizo Publishing, LLC. ISBN 978-1-60125-140-4
  14. James Jacobs, Rob McCreary, and F. Wesley Schneider. (2010). Classic Horrors Revisited, p. 7. Paizo Publishing, LLC. ISBN 978-1-60125-202-9
  15. James Jacobs et al. (2011). The Inner Sea World Guide, p. 40. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
  16. Owen K.C. Stephens. (2008). Guide to Absalom, p. 57. Paizo Publishing, LLC. ISBN 978-1-60125-141-1
  17. Owen K.C. Stephens. (2008). Guide to Absalom, p. 55. Paizo Publishing, LLC. ISBN 978-1-60125-141-1
  18. Owen K.C. Stephens. (2008). Guide to Absalom, p. 54. Paizo Publishing, LLC. ISBN 978-1-60125-141-1
  19. 19.0 19.1 19.2 Owen K.C. Stephens. (2008). Guide to Absalom, p. 12–13. Paizo Publishing, LLC. ISBN 978-1-60125-141-1
  20. David N. Ross. (2020). "Guards of Absalom". Sixty Feet Under, p. 61. Paizo Inc. ISBN 978-1-64078-263-1