Post by Flanwaw on Nov 22, 2015 19:09:33 GMT
Places at least someone in the Party Knows about, or are famous/relevant enough to be known anyway.
Places Visitors and Locals automatically Know:
Arcanamirium: One of the largest and most influential magical schools in all of Golarion, The Arcanamarium has been around almost as long as Absalom has and is responsible for the production and refinement of some of the most famous magic users in Golarions history. A producer of both incredible villains and remarkable heroes: both Tar-Bathon, the Whispering Tyrant - and Qualamithra, the Golden Sorceress - passed through its hallowed halls. Located within the Wise Quarter, the Arcanamirium is made up of a number of magical spires in-between-which float dozens of levitating buildings - bridged with magic tunnels - immaculately designed and shaped like orbs. Each orb specializes in a unique aspect of magic or school administration and are arrayed in ascending order of influence. The Arcanamirium is also responsible for the production of a unique spell (cast upon the entire structure) that projects an aura which disables all spells and abilities that disable, suppress, or otherwise dampen magical effects. Only once in the school's long history has the magic supporting these orbs fallen out of place, and even then disaster was averted by a number of backup measures thoughtfully installed by resident wizards.
Azlanti Keep: The largest City in the world deserves the largest internal keep in the world. The Azlanti keep is a marvel or post star-fall engineering - combining classical Azlanti (think Roman) styled aesthetics with the cold practicality of modern defensive sensibilities. The keep is so large to be its own city district, and contains within it enough infrastructure and resources to operate near independently if the need arises. It easily feeds and waters the entire guard with underground reserves and efficient magically supported farms located within the keep. Hundreds - maybe thousands have assaulted the keep since its founding in the first year of the modern age 4715 years ago, and only one army ever managed to breach its inner walls, and even then they weren't able to capture it in its entirety. Absalom, perhaps because of this fort, has never been conquered.
Irorium: Any good city needs a gladiatorial arena, this is Absalom's. At one point it was the city's main temple to Irori, where the faithful practiced martial combat in attempts at self-perfection. This no holds bar martial combat became quite popular as a spectator sport, and, inevitably it was commoditized. Now it stands as a commercial gladiatorial arena, run by a master of blades. Games and bouts are held every day in the arena - ranging from one on one duels to opulent blood spectacles so impossibly grand they'd make Romans blush. Owlbears battle Drakes and mages throw fireballs down at small armies re-enacting famous battles - sounds of the Arena's daily spectacles travel throughout the Foreign Quarter. Despite the current state of the Arena, the disciples of Irori are believed to still struggle for perfection Arena when the games are not on - and a portion of the profits are dedicated to the Temple of Irori in the Ascendent Quarter. Notably, Misery Row was made to pass conspicuously close to the Arena - though most of the events are meant to be non-lethal to the gladiators, and many gladiators pursue the sport as a legal and free profession - seeking fame, glory, and wealth in the arena... those games that are expected to have high casualty rates and little glory usually use very unwilling slaves.
Misery Row: One of the most infamous and controversial locations in Absalom, it is one of the few places in the Inner Sea region where slavery is legal. Due to a combination of social, political, and economic factors Misery Row is the only part of the city where Slavery is legal - including the owning, buying, and selling of slaves. Any slaves that make it outside of Misery Row are instantaneously liberated in the eyes of the Law. Needless to say this motivates incredible levels of security, and indescribable brutality, from the slavers who operate there in order to keep their investments secure.. Misery Row is a thin elevated strip of boardwalk that starts in the slave pits near the center of the coins district and ends at the docks - surrounded by those few warehouses and docks that deal in slaves. The entire Row is walled and most prefer to travel around or under the elevated strip rather than witness the cruelties that lay within. Attempted to liberate slaves by impassioned locals and organized freedom fighters are common and go largely unpunished by the sympathetic guards and rulership - most of whom do oppose (or begrudgingly tolerate its current political and economic necessity, but still don't like) slavery. As such, the slavers are largely self policing - and regularly extract violent recompense from those who attempt to liberate their property.
Pathfinder Grand Lodge: The headquarters of the wildly successful pathfinder society, short of the Azlanti Keep and the Starstone Cathedral it is the largest structure in the city, and is influential second only to the city's own government. Most of the lodge is a closely kept secret by higher ranking members of the Society - with only the outer buildings being accessible to initiates and lower ranking members. It is run by a powerful and shadowy decemvirate of powerful and experienced adventurers and managed day-to-day by influential venture-captains. The stated goal of the society is the organization of adventurers to share their resources, the gathering of knowledge and lore, the creation of maps, and creating a series of exhaustive guides to the world of Golarion in the hopes the whole world will one day be known and subsequently safe. Unofficially, it wields its immense political and military might like a mace - playing the games of power all over Golarion. This has made no small number of enemies for the 'impartial and politically neutral' soeciety - and many of its members adventure more for profit and power than its noble mission statement. The structure itself is surrounded by a wall and separated into 5 large structures, each massive by its own right but the center building - the Lodge itself - scratching the sky with its spires.
Starstone Cathedral: The city was literally built around this edifice - designed foremost to defend the starstone from any unworthy who hope to claim its power. The cathedral itself is the tallest building in the city - its central spire easily disappearing into the clouds. The main building is surrounded by a bottomless pit with three large bridge (one for each remaining ascendent) by which to cross it. Unfortunately, the door to the Cathedral is impossible to open unless the one who crosses the pit did so without using the bridges! So most visitors will only ever be able to explore the outside. Those hopefuls that wish to achieve divinity must pass the first test of the starstone - crossing the bottomless pit without using the bridge. Hopefuls have tried everything from human catapults to magical flight to cross the gorge but nothing proves reliable; magic is highly unpredictable, and luck seems supernaturally poor around the structure. Only one in ten seem to make the crossing with any degree of success (most usually injured at the very least) - and only four of those that crossed managed to complete the remaining secret trials and obtain divinity. Regardless, the first trial is a beloved spectacle by the locals - thousand show up to witness every attempted crossing, usually placing bets and getting their pockets picked.
Places only Locals would automatically Know: Keep in mind for some of the later one's that they are simply the most famous of their type, not the only. In Absalom, there are at least a dozen of every service imaginable.
The many, many Taverns and Inns: Jesus christ. There are fucking dozens - and those are just the ones in the official resources. Hundred exist throughout the city to support its massive population - itinerant and otherwise. Think of a style of Tavern or Inn and it exists somewhere. Some notables:
-The Rose Garden - as high class as it gets and incredibly opulent, crafted in part by druids, the wooden building is shaped like a flowering rose - catering to nobles and wealthy merchants it provides the best of every vice and beds sewn from spider silk, the Petal District.
-Little Holt's - An upper middling establishment based under the Grand Holt tree of the Green District, it projects a quite, calm, atmosphere and serves tea and cakes over ale and pie. Popular among wealthy workers and adventurers looking for a moment of calm.
-The Crimson Coin - Run by a female ex-gladiator of no small renown, the Crimson coin is the official gambling den of the Irorium and is located nearly adjacent, it is popular among adventurers, off-duty guards and workers, gladiators (especially female), and rowdies for the bare-knuckle boxing matches located in its central earthen pit.
-The Grog Pit: The most notorious tavern and flophouse in the Docks district of Absalom. It is a dangerous place serving sour drinks and the virtue of its servers - all for cheap. Bar fights and drunken song are the official entertainment and the most popular room is the floor - catering mostly to sailors and bastards.
-The Soggy Piper - The worst inn in the Puddles. Which says everything you need to know. Little more than a glorified shithouse which serves hard drugs, muddy moonshine, and orphaned youths enslaved by promises of the former. Caters to the worst: exclusively.
The many, many churches and temples of the Ascendent Quarter: There's one for nearly every god, demon, and empyreal lord in the pantheon and you probably know at least a couple of them. I'd be happy to describe them on request. A few are particularly influential and famous.
-Temple of the Shining Star: Second largest temple to Sarenrae in the world - the temple of the shining star glows white with the rays of the sun, and is much beloved by the citizenry for its charitable works and redemptive zeal.
-Pleasure Salon of Calistria: Known by myself as "The Fuckpalace", the Salon has nearly monopolized legal prostitution in the city - offering a sliding scale of services, and keeping their prostitutes clean, well educated, and reasonably happy. A popular meeting place amongst distrustful factions due to its mandatory nudity.
-Cayden's Hall: Fuck yeah! A mead hall in the best sense: fists fly, everyone - especially the priests - are blasted 24/7. And, notably, speech is completely free - it has a soapbox all are allowed to shout from (and be drunkenly shouted down from) and a popular gathering-hall for adventurers to meet and plot expeditions, rebellions, and exploits of all kinds.
-Seventh Church: The Church of Iomedae, it is a popular recruiting place and training hall for Paladins and Clerics. They also function as a special police force - mobilizing to deal with the most wicked threats that present themselves to the city.
-The Black Mask: The only official temple of Norgorber in the known world, it functions as a costume shop by day and a place of sinister worship at night. Shady deals and plans for assassinations are conducted between the clothes racks and whenever a "Sale" of their infamous and terrifying Skinsaw costumes are sold... bad things are about to follow.
Shrine of the Failed: A shrine dedicated to EVERY failed hopeful to the divinity granted by the Starstone. Its marble halls are carved with millions of names in tiny script, as well as the the divine domain they were predicted to obtain if they had succeeded. Lixwath, God of Purges and Defecation is my favorite.
The Coins District:
-Grand Bazaar: Vast, ever changing market where nearly everything can be bought and sold.
-Temple of Lost Coins: Headquarters of the Forthright Men, the cities largest thieves' guild.
Eastgate District:
-Winged Sandals: A strange order of dedicated messengers who run messages throughout the city with a near perfect record of reliability.
Foreign District:
-Chapel of Tongues: A linguistic organization dedicated to translation and deciphering.
Ivy District
-Delirium's Tangle: A barely-trying-to-hide it drug maker fronting as a legal alchemist. Largely tolerated by authorities.
-Twitching Atomie's Coffee Parlor: Offering the rare and exotic drink 'coffee' from the eastern lands of Casmaron, it's really just a front for the only religiously-and-politically unaligned information broker in the city.
Green Ridge District:
-Evergreen Park: The Largest Park in Absalom and the majority of the Green Ridge District - think Central Park fantasy style.
The Docks:
-The Devil's Own and the Sea King Shipyard: The two best shipyards in the city. The Devil's own is a bit less scrupulous about whom it allows to dock there.
-Ogrekin Hall: The premier land transport business in the city. It'll move anything that needs to be moved anywhere in the city for a fair fee.
-The Liquored Longshoreman: A dockside Tavern Owned by Gaspar Thumann, a retired dockhand with a mangled hand and a cynical outlook. A known haunt of some of the members of the Guard, some dockworkers, and the Tahlbert family - the Mother of whom works there.
Merchants' Quarter:
-Clockwork Cathedral: An academy of mechanics and constructs dedicated to engineering - magical or otherwise.
-Grand Dance Hall of Kortos: A theater where dancing troupe and acrobatic shows are displayed.
The Petal District
-College of Mysteries: The oldest and most secretive school of magic in Absalom, specializing in illusions and more exacting about enrolment than the Arcanamirium.
-Silken Court: The most expensive brothel in Absalom, in a slowly losing competition with Calistria's Pleasure Salon.
-Magpie Manor: a private social club that serves as a sort of retirement home for the wealthy elite.
The Puddles District:
-Metro-Cathedral: A largely-abandoned temple of Abadar known for its truly enormous pipe organ.
-Siphons: A series of dangerously flooded tunnels which run below this district. Many long-forgotten tombs and hidden caverns connect to here.
-The Brine: The largest Prison in the city, expanded after the flooding to become even more formidable.
Westgate District:
-Guild of Wonders: A centuries old spy and assassin training school known for its professionalism, efficiency, privacy... and surprising number of scruples.
-Metringer Sanitarium: The primary house for the mentally disturbed in the city, known to be a prison of sorts for those who cant afford magic treatment... or whom magic treatment doesn't work on.
Wise Quarter:
- Blakros Museum: A large public museum funded by charity and the beneficence of the Blakros family - secretly laughed at by the Pathfinder Society for its paaltry collection compared to their own stores of artifacts and wonders.
- The Sage Signifiers: A guild dedicated to crafting signs, signals, and sigils for a variety of purpose - also a very competent law office and legal notary.
Surroudnings:
-Spire of Nex:The Spire is a mile-high column of smooth grey stone a few hours north of Absalom. It holds dozens of pocket dimensions, which Nex used to draw countless creatures from numerous different realities to aid his siege on Absalom in 166 AR. The spire is so tall that it can be seen from nearly all of Absalom's city districts. Today, the Spire continues to attract adventurers despite the lack of obvious entrances due to stories of planar wealth.
If you feel somethings missing, or you have something you really need/want for your character, or have an idea for something your character should know about but you don't have a solid name/place for yet feel free to ask and i'll add it!
Remember: Everything exists in Absalom.
Places Visitors and Locals automatically Know:
Arcanamirium: One of the largest and most influential magical schools in all of Golarion, The Arcanamarium has been around almost as long as Absalom has and is responsible for the production and refinement of some of the most famous magic users in Golarions history. A producer of both incredible villains and remarkable heroes: both Tar-Bathon, the Whispering Tyrant - and Qualamithra, the Golden Sorceress - passed through its hallowed halls. Located within the Wise Quarter, the Arcanamirium is made up of a number of magical spires in-between-which float dozens of levitating buildings - bridged with magic tunnels - immaculately designed and shaped like orbs. Each orb specializes in a unique aspect of magic or school administration and are arrayed in ascending order of influence. The Arcanamirium is also responsible for the production of a unique spell (cast upon the entire structure) that projects an aura which disables all spells and abilities that disable, suppress, or otherwise dampen magical effects. Only once in the school's long history has the magic supporting these orbs fallen out of place, and even then disaster was averted by a number of backup measures thoughtfully installed by resident wizards.
Azlanti Keep: The largest City in the world deserves the largest internal keep in the world. The Azlanti keep is a marvel or post star-fall engineering - combining classical Azlanti (think Roman) styled aesthetics with the cold practicality of modern defensive sensibilities. The keep is so large to be its own city district, and contains within it enough infrastructure and resources to operate near independently if the need arises. It easily feeds and waters the entire guard with underground reserves and efficient magically supported farms located within the keep. Hundreds - maybe thousands have assaulted the keep since its founding in the first year of the modern age 4715 years ago, and only one army ever managed to breach its inner walls, and even then they weren't able to capture it in its entirety. Absalom, perhaps because of this fort, has never been conquered.
Irorium: Any good city needs a gladiatorial arena, this is Absalom's. At one point it was the city's main temple to Irori, where the faithful practiced martial combat in attempts at self-perfection. This no holds bar martial combat became quite popular as a spectator sport, and, inevitably it was commoditized. Now it stands as a commercial gladiatorial arena, run by a master of blades. Games and bouts are held every day in the arena - ranging from one on one duels to opulent blood spectacles so impossibly grand they'd make Romans blush. Owlbears battle Drakes and mages throw fireballs down at small armies re-enacting famous battles - sounds of the Arena's daily spectacles travel throughout the Foreign Quarter. Despite the current state of the Arena, the disciples of Irori are believed to still struggle for perfection Arena when the games are not on - and a portion of the profits are dedicated to the Temple of Irori in the Ascendent Quarter. Notably, Misery Row was made to pass conspicuously close to the Arena - though most of the events are meant to be non-lethal to the gladiators, and many gladiators pursue the sport as a legal and free profession - seeking fame, glory, and wealth in the arena... those games that are expected to have high casualty rates and little glory usually use very unwilling slaves.
Misery Row: One of the most infamous and controversial locations in Absalom, it is one of the few places in the Inner Sea region where slavery is legal. Due to a combination of social, political, and economic factors Misery Row is the only part of the city where Slavery is legal - including the owning, buying, and selling of slaves. Any slaves that make it outside of Misery Row are instantaneously liberated in the eyes of the Law. Needless to say this motivates incredible levels of security, and indescribable brutality, from the slavers who operate there in order to keep their investments secure.. Misery Row is a thin elevated strip of boardwalk that starts in the slave pits near the center of the coins district and ends at the docks - surrounded by those few warehouses and docks that deal in slaves. The entire Row is walled and most prefer to travel around or under the elevated strip rather than witness the cruelties that lay within. Attempted to liberate slaves by impassioned locals and organized freedom fighters are common and go largely unpunished by the sympathetic guards and rulership - most of whom do oppose (or begrudgingly tolerate its current political and economic necessity, but still don't like) slavery. As such, the slavers are largely self policing - and regularly extract violent recompense from those who attempt to liberate their property.
Pathfinder Grand Lodge: The headquarters of the wildly successful pathfinder society, short of the Azlanti Keep and the Starstone Cathedral it is the largest structure in the city, and is influential second only to the city's own government. Most of the lodge is a closely kept secret by higher ranking members of the Society - with only the outer buildings being accessible to initiates and lower ranking members. It is run by a powerful and shadowy decemvirate of powerful and experienced adventurers and managed day-to-day by influential venture-captains. The stated goal of the society is the organization of adventurers to share their resources, the gathering of knowledge and lore, the creation of maps, and creating a series of exhaustive guides to the world of Golarion in the hopes the whole world will one day be known and subsequently safe. Unofficially, it wields its immense political and military might like a mace - playing the games of power all over Golarion. This has made no small number of enemies for the 'impartial and politically neutral' soeciety - and many of its members adventure more for profit and power than its noble mission statement. The structure itself is surrounded by a wall and separated into 5 large structures, each massive by its own right but the center building - the Lodge itself - scratching the sky with its spires.
Starstone Cathedral: The city was literally built around this edifice - designed foremost to defend the starstone from any unworthy who hope to claim its power. The cathedral itself is the tallest building in the city - its central spire easily disappearing into the clouds. The main building is surrounded by a bottomless pit with three large bridge (one for each remaining ascendent) by which to cross it. Unfortunately, the door to the Cathedral is impossible to open unless the one who crosses the pit did so without using the bridges! So most visitors will only ever be able to explore the outside. Those hopefuls that wish to achieve divinity must pass the first test of the starstone - crossing the bottomless pit without using the bridge. Hopefuls have tried everything from human catapults to magical flight to cross the gorge but nothing proves reliable; magic is highly unpredictable, and luck seems supernaturally poor around the structure. Only one in ten seem to make the crossing with any degree of success (most usually injured at the very least) - and only four of those that crossed managed to complete the remaining secret trials and obtain divinity. Regardless, the first trial is a beloved spectacle by the locals - thousand show up to witness every attempted crossing, usually placing bets and getting their pockets picked.
Places only Locals would automatically Know: Keep in mind for some of the later one's that they are simply the most famous of their type, not the only. In Absalom, there are at least a dozen of every service imaginable.
The many, many Taverns and Inns: Jesus christ. There are fucking dozens - and those are just the ones in the official resources. Hundred exist throughout the city to support its massive population - itinerant and otherwise. Think of a style of Tavern or Inn and it exists somewhere. Some notables:
-The Rose Garden - as high class as it gets and incredibly opulent, crafted in part by druids, the wooden building is shaped like a flowering rose - catering to nobles and wealthy merchants it provides the best of every vice and beds sewn from spider silk, the Petal District.
-Little Holt's - An upper middling establishment based under the Grand Holt tree of the Green District, it projects a quite, calm, atmosphere and serves tea and cakes over ale and pie. Popular among wealthy workers and adventurers looking for a moment of calm.
-The Crimson Coin - Run by a female ex-gladiator of no small renown, the Crimson coin is the official gambling den of the Irorium and is located nearly adjacent, it is popular among adventurers, off-duty guards and workers, gladiators (especially female), and rowdies for the bare-knuckle boxing matches located in its central earthen pit.
-The Grog Pit: The most notorious tavern and flophouse in the Docks district of Absalom. It is a dangerous place serving sour drinks and the virtue of its servers - all for cheap. Bar fights and drunken song are the official entertainment and the most popular room is the floor - catering mostly to sailors and bastards.
-The Soggy Piper - The worst inn in the Puddles. Which says everything you need to know. Little more than a glorified shithouse which serves hard drugs, muddy moonshine, and orphaned youths enslaved by promises of the former. Caters to the worst: exclusively.
The many, many churches and temples of the Ascendent Quarter: There's one for nearly every god, demon, and empyreal lord in the pantheon and you probably know at least a couple of them. I'd be happy to describe them on request. A few are particularly influential and famous.
-Temple of the Shining Star: Second largest temple to Sarenrae in the world - the temple of the shining star glows white with the rays of the sun, and is much beloved by the citizenry for its charitable works and redemptive zeal.
-Pleasure Salon of Calistria: Known by myself as "The Fuckpalace", the Salon has nearly monopolized legal prostitution in the city - offering a sliding scale of services, and keeping their prostitutes clean, well educated, and reasonably happy. A popular meeting place amongst distrustful factions due to its mandatory nudity.
-Cayden's Hall: Fuck yeah! A mead hall in the best sense: fists fly, everyone - especially the priests - are blasted 24/7. And, notably, speech is completely free - it has a soapbox all are allowed to shout from (and be drunkenly shouted down from) and a popular gathering-hall for adventurers to meet and plot expeditions, rebellions, and exploits of all kinds.
-Seventh Church: The Church of Iomedae, it is a popular recruiting place and training hall for Paladins and Clerics. They also function as a special police force - mobilizing to deal with the most wicked threats that present themselves to the city.
-The Black Mask: The only official temple of Norgorber in the known world, it functions as a costume shop by day and a place of sinister worship at night. Shady deals and plans for assassinations are conducted between the clothes racks and whenever a "Sale" of their infamous and terrifying Skinsaw costumes are sold... bad things are about to follow.
Shrine of the Failed: A shrine dedicated to EVERY failed hopeful to the divinity granted by the Starstone. Its marble halls are carved with millions of names in tiny script, as well as the the divine domain they were predicted to obtain if they had succeeded. Lixwath, God of Purges and Defecation is my favorite.
The Coins District:
-Grand Bazaar: Vast, ever changing market where nearly everything can be bought and sold.
-Temple of Lost Coins: Headquarters of the Forthright Men, the cities largest thieves' guild.
Eastgate District:
-Winged Sandals: A strange order of dedicated messengers who run messages throughout the city with a near perfect record of reliability.
Foreign District:
-Chapel of Tongues: A linguistic organization dedicated to translation and deciphering.
Ivy District
-Delirium's Tangle: A barely-trying-to-hide it drug maker fronting as a legal alchemist. Largely tolerated by authorities.
-Twitching Atomie's Coffee Parlor: Offering the rare and exotic drink 'coffee' from the eastern lands of Casmaron, it's really just a front for the only religiously-and-politically unaligned information broker in the city.
Green Ridge District:
-Evergreen Park: The Largest Park in Absalom and the majority of the Green Ridge District - think Central Park fantasy style.
The Docks:
-The Devil's Own and the Sea King Shipyard: The two best shipyards in the city. The Devil's own is a bit less scrupulous about whom it allows to dock there.
-Ogrekin Hall: The premier land transport business in the city. It'll move anything that needs to be moved anywhere in the city for a fair fee.
-The Liquored Longshoreman: A dockside Tavern Owned by Gaspar Thumann, a retired dockhand with a mangled hand and a cynical outlook. A known haunt of some of the members of the Guard, some dockworkers, and the Tahlbert family - the Mother of whom works there.
Merchants' Quarter:
-Clockwork Cathedral: An academy of mechanics and constructs dedicated to engineering - magical or otherwise.
-Grand Dance Hall of Kortos: A theater where dancing troupe and acrobatic shows are displayed.
The Petal District
-College of Mysteries: The oldest and most secretive school of magic in Absalom, specializing in illusions and more exacting about enrolment than the Arcanamirium.
-Silken Court: The most expensive brothel in Absalom, in a slowly losing competition with Calistria's Pleasure Salon.
-Magpie Manor: a private social club that serves as a sort of retirement home for the wealthy elite.
The Puddles District:
-Metro-Cathedral: A largely-abandoned temple of Abadar known for its truly enormous pipe organ.
-Siphons: A series of dangerously flooded tunnels which run below this district. Many long-forgotten tombs and hidden caverns connect to here.
-The Brine: The largest Prison in the city, expanded after the flooding to become even more formidable.
Westgate District:
-Guild of Wonders: A centuries old spy and assassin training school known for its professionalism, efficiency, privacy... and surprising number of scruples.
-Metringer Sanitarium: The primary house for the mentally disturbed in the city, known to be a prison of sorts for those who cant afford magic treatment... or whom magic treatment doesn't work on.
Wise Quarter:
- Blakros Museum: A large public museum funded by charity and the beneficence of the Blakros family - secretly laughed at by the Pathfinder Society for its paaltry collection compared to their own stores of artifacts and wonders.
- The Sage Signifiers: A guild dedicated to crafting signs, signals, and sigils for a variety of purpose - also a very competent law office and legal notary.
Surroudnings:
-Spire of Nex:The Spire is a mile-high column of smooth grey stone a few hours north of Absalom. It holds dozens of pocket dimensions, which Nex used to draw countless creatures from numerous different realities to aid his siege on Absalom in 166 AR. The spire is so tall that it can be seen from nearly all of Absalom's city districts. Today, the Spire continues to attract adventurers despite the lack of obvious entrances due to stories of planar wealth.
If you feel somethings missing, or you have something you really need/want for your character, or have an idea for something your character should know about but you don't have a solid name/place for yet feel free to ask and i'll add it!
Remember: Everything exists in Absalom.