CHARON

Charon is the major nation of Dreamer's Respite and the home of the Adventurer's Guild.

## History

The realm of Charon is full of history and tragedies and is part of the archipelago known as Dreamer's Respite. It extends throughout the entirety of the island known as Edrium, with the exception of the North of its only mountain, which remains unclaimed land. Its structure has vastly changed throughout the centuries.

While it appeared on this world during the Great Merge, along with the rest of Dreamer's Respite, its history goes beyond the last 500 years ago.

On its original world, Edrium was home to three major powers, the city states of Charon, Halcyon and Bedlam.

Charon was a major power, a city based on adventurers, who were brought by a mysterious figure: the Ferryman to the city where a lot of activities revolved around the adventurer's guild and the missions it gathered across the known world.

Halcyon was the city of the sages. A city of wizards and knowledge built entirely by magic. Its council was dedicated to gather, study and preserve magical powers and artifacts. It was almost destroyed by the orc kingdom of Caister during the Great orc War which saw the alliance of Halcyon and Charon repelling the invaders.

Bedlam was a city built on tyranny and evil cults. It got destroyed centuries ago when a group of adventurers failed to repel an outburst of eldritch summoning. For centuries, the city and its vicinity have been afflicted by a curse of rot and undeath.

The Great Merge happened shortly after the Great Orc War and the two city states of Edrium were now directly facing an immense continent holding major powers that dwarfed them several times over. Due to their past alliance, the council of both cities decided to join in unison, transforming the city states into cities part of a united nation, Charon being both the name of the realm and its capital.

As the Age of Scarcity began, the damage to the lands of Bedlam vanished and settlers were sent by the nation of Charon to colonize the Southern lands. They sent thousands of farmers, artisans and administrators to build and populate villages to exploit the now fertile lands.

During this time, the destruction of the Jade Woods, now a place called the Barren Waste, led to great number of elves fleeing their home land and joining the nation as refugees. Though the assimilation wasn't easy at first, they are now all citizen of Charon.

## Culture

The people of Charon are very diverse, in nature as well as in beliefs. The nation of Charon is one of the most varied and accepting in the known world. This doesn't mean that everyone is equally accepted however, as many people hold an ancestral grudge against the orcs of Caister, and a dislike toward kobolds.

Despite its small size compared the other great nations, Charon has many strengths that elevate it as a respectable power. It possesses one of the greatest armada in the world, and its ships are some of the most well crafted as well. It also holds great knowledge of the winds of magic and many powerful artifacts, spells and relics are held in Halcyon.

Charon is run by a council of influential and powerful individuals coming from both major cities. For hundreds of year, this council has managed to remain uncorrupted and doing a great job at maintaining peace and prosperity.

The council actually managed to start and maintain good relations with most other nations of the known world and actually serves as a mediator. This is this advantage, as well as its past history, that led Charon to revive its Adventurer's guild to welcome capable people from all over.

## Religion

The people of Charon not originating from this world, they have little connexion to the pantheon of Suidae. They follow the deities of Golarion, which are able to manifest and grant them power and purpose even here.

The most commonly worshipped deities in Charon are: Iomedae, Sarenrae, Desna, Erastil and Cayden Cailean. In the city of Halcyon specifically, many devote their faith to Irori and Nethys. Temples and worshippers of the other gods from the Golarion pantheon can be found as well throughout the land, including worships and cults of evil deities, even though these are usually condemned.

Many churches of Charon have actively sent a great number of missionaries to spread the faith of their deity throughout the whole continent of Suidae. As such, many pockets of Golarion believers can be found in the new world.

## Relations

Charon is not at odd with any other powers thanks to its strong diplomacy and respectable force.

The kingdom of Caister is considered an ally, although it is clearly more vassalized which makes their relationship somehow tense.

The council actually managed to start and maintain good relations with most other nations of the known world and actually serves as a mediator. Most of them having established trade routes with it and regularly send diplomats in and out. This is this advantage, as well as its past history, that led Charon to revive its Adventurer's guild to welcome capable people from all over. While each nation surely has their own agenda, they have never openly gone against it.

## Landscape

Charon is situated in a temperate and somewhat wet climate. The winds are usually very strong on the costs and winters can be pretty harsh.

The northern part of the island is densely forested and the coastline is flat with many sand beaches. It's also home to a high rocky mountain. The Southern part, ex-Bedlam, is for the most part a giant grassland with hills and valleys, the coastline being almost entirely cliffs that can go over a hundred feet.

## Locations

* The city of Charon
* The city of Halcyon
* The Barren Waste
* Bedlam Plains
* Cybil river
* Hydra river