Charon

The largest city on Dreamers Respite, Charon also serves as the most diverse, potentially in all of Reverie. Most adventurers that arrive from other planes typically find themselves here off of the Ferryman's boat. The city is often targeted by a prominent evil in the world known as The Sins, but thanks to the valiant defenders that rise from the city itself, rush to it's aid or arrive from another world, Charon stands as the adventurer capital of the world.

History
Charon is believed to house the oldest known location on Dreamer's Respite, more ancient than even the shifting dungeons below Old Bedlam or the sprouting of the World Tree within the Jade Wood. The cities current location predates the invention of the calendar, most prominently the simple wooden docks that line the coast and along the river flowing to the sea. The first inhabitants were believed to be fanatics of the Ferryman, praying to them as a god to help cleanse them of their sins. This theory is frequent between scholars due to the manifestations of The Sins within the world, which seem to hold Charon above most as a target through all of their incarnations. It is believed the Ferryman brings adventurers to Reverie for this purpose, with the earliest known outsider sailing to the settlement to combat the first appearance of Greed during the Sins first rising, marking the beginning of recorded history.

In the year 600, Charon's status as a city was rushed into being as the second rising of The Sins occurred a mere hundred years after they were thought vanquished. The second rising proved more vicious than what the people remembered, forcing them to construct walls and fortified buildings to survive. The Heroes of Bucolic drove the Sins back and defeated them again over a short span of six years, becoming the first and oldest memorialized outsiders, and inspiring the belief that those arriving from the Ferry are saviors to the world.

Lesser threats like tribes of savage Goblins and Kobolds hounded the inhabitants of Charon during the year afterwards, and as the city became more established so too did the frequency of these raids increase. The most devastating attack came from the red dragon Kohvar, where it is believed his wrath was spurred by the loss of their brother Darkan at the hands of Charon during the concluding battle of the Sins second rising. Unable to prevail against the same heroes that stood in the way of The Sins however, Kohvar fled to the Herma mountain range at the northern end of Dreamer's Respite leaving over half the city in ruins.

Despite the plentiful hardship the city has seen, the lasting port has grown and prospered with aid in rebuilding from the Elves from the Jade Wood and the emissaries from Old Bedlam. Charon savored roughly 20 years of peace with these two cities until the Grand Liturgy in the year of 627 incited war between Old Bedlam and Charon and their allies of the Jade Wood. Two years later, in the year of 629, Charon and the Jade Wood requested a truce with Kohvar to stop the spread of the rolling flesh in which the dragon used the first known epic level fire spell to halt it's advance. This was agreed upon in exchange for four of each of the cities most powerful casters as a tribute, causing three of the six Heroes of Bucolic and Fenridar Renhorgear to follow the dragon back to the mountains, in which half a year later the Wizard city of Halcyon was formed.

In the year 641, the Edrium Alliance was formed between Halcyon, the Jade Wood and Charon to prevent crisis's such as The Sins and the Grand Liturgy from Old Bedlam from occurring again. To cement this treaty, the Town of Cardinal was founded as a crossroads settlement in the middle of Ether, Charon, Halcyon and Old Bedlam.

Culture
Charon today boasts the most diverse demographic in all of Dreamer's Respite, allowing sentient peaceful monstrous races of nearly all walks of life to find home and work within it's walls. While there is tension between monstrous and non-monstrous races outside and even within the cities walls, Charon's culture of adventurers allows anyone with a brave heart and valiant spirit to be celebrated for their deeds. As such, many business owners and notice boards around the city will offer mercenary work for various tasks, with the city willing to pay exorbitant salaries to those willing to complete them.

Entertainment
In a city where adventuring offers the highest pay, activities offered tend to favor those with deep pockets seeking risk. Many casinos line the central strip south of the cities Market District Hall, with the most successful business being a joint partnership between the Lucky 7s Casino and the Phantom Arena linked by a large overhead bridge over the streets. Paying to watch and fight creatures conjured within the elaborately constructed walls of the Arena while betting on the outcome of the events within the casino is the most popular past time for the citizens within the city.

Religion
While the first founded Religion of Charon was to the Ferryman back at the beginning of recorded history, the two most worshipped Deities within the city now are of Sarenrae and Torag, with worship to the Dawnflower marginally more than the Father of Creation. The original Dwarven natives of Charon are said to have constructed the walls and armaments' used against the second rising of The Sins, while the human natives worship of the sun goddess diminished the losses the city took during the event. These beliefs solidified these two deities as the core faiths within Charon, although smaller temples to other generally good deities can be found closer to the walls with little tension between those of worship.

Magic
Charon was held as one of the most magically advanced cities around the year 600 before the use of Old Bedlam's Grand Liturgy, with Fenridar Renhorgear as it's archmage and pioneer in the arcane arts. The half elven mage created the blueprint for the Phantom Arena, but left before it's completion as part of the treaty with Kohvar and the Jade Wood. Charon's advancement in magic since this event was stunted, causing the goods and services offered to rely on those provides by outsiders that come off of the Ferryman's boat and establish a shop of their own. The city now has few of such crafters and casters offering services competitive to Halcyon, although the majority of citizen owned shops cannot offer services beyond the third ring of magic.

Technology
The most advanced technologies of Charon that do not rely on magic revolve around the use of gunpowder brought to Dreamer's Respite by the Orcs of Acror in 825. This revolutionary discovery once replicated caused Charon's naval military to become one of the most powerful in the known world due to the number of ships and resources available. Further development has led to the creation and distribution of firearms, with rudimentary assembly line production allowing for mass creation of early models. The invention of advanced firearms remains a succeeding work in progress, not yet distributed but allowing early firearms to be a tool common enough for any guard to potentially be issued them.

Guard Barracks and Jail
A squat stone building stands apart from the buildings around it. There are no windows and a single thick wooden door. Guards can be seen coming and going at different times of the day, occasionally dragging a manacled individual into the building with them. The building seem to be very utilitarian in purpose with no mind payed to aesthetic qualities.

Immediately within building is a sort of small waiting room, wooden chairs are set around the edges of the room a desk on the far end where a guard sits to regulate traffic in the guard house and help anyone who comes in. Behind the desk is another door that leads further into the guard house.

Heavenbound Hospital for the Needy
The hospital is a two story building of white stone, the large double doors at the front are made of a light colored wood, simple but warm and welcoming somehow.

Within the double doors is what appears to be a large waiting room with a counter on the far side, there a few sick people here sitting scattered about the waiting room with scarcely a line at its counter.

Market District Hall
The large hall near the center of the city serves as a well guarded bazaar for any merchants bearing a cheap permit purchased within the marble hall at it's center. From low income merchants to high paid politicians, all who live off of trade walk these streets and meet before the building that stands as the Market District Hall.

Inside is a well furnished and sleek building with many desks lining the front to help the city maintain order by handling permits, fees and other bureaucratic matters. Discussions range from civil and short to heated and drawn out to establish laws and handle legal matters and punish law breakers through out Charon's owned territory.

Mobius Institute of Learning
The large blue shingled dome of this building rises above the buildings around it, making it visible from a fair distance away. The smooth pale stone that makes up it's walls and many pillars and columns is very well maintained. A pair of Large stone Lions lay flanking the steps that lead up to the Large wooden double doors that make up the entrance to this building.

There is a large reception area within the doors, the floors are a polished mahogany wood. The many windows providing natural light keep the interior warm and welcoming. Beyond the reception area, halls laid out in a grid like pattern make finding your classroom easy. There is always a bustle of activity within it's halls, as classes start at varying times through out the day, following their own schedule.

New Beginnings Inn
From the outside it looks folksy, cheerful and well maintained. Plastered walls and intricate stone carvings make up most of the building's outer structure. It's difficult to see through the curtained windows, but the enjoyment from within can be felt outside.

As people enter the tavern through the old hardwood door, they're welcomed by dancing people and the smile of a waitress. The bartender is a little preoccupied, but still manages to welcome them with a wave. The tavern itself is packed. Tourists seem to be the primary clientele here, which is probably the best clientele for the owner. Several long tables are occupied by happy, excited groups of people, some are dancing on the table, while others cheer them on with clapping and yelling. The other, smaller tables are also occupied by people who who seem to be strangers to each other, all sitting here because there are no other seats. Though they all clearly enjoy each other's company. Even most of the stools at the bar are occupied, though nobody seems to mind more company.

Lucky 7s Casino
The casino is a three story building made of smooth stone and dark wood, roofed with red shingles. The many windows are hard to see through due to thick red curtains but you those outside can still feel the energy and excited rush of gambling from within. The muffled sounds of excitement barely reaching their ears.

Within the building there are many gambling tables of all kinds arranged all about. The dark hard wood floors covered with rich red rugs with white accents. Magnificent chandeliers shed bright light one the casino, though candles or flame of any kind can be seen.

A large bridge connects to the Phantom Arena over the streets below, with many betting booths both privately and publicly owned along the technically public strench of stone.

Phantom Arena
This circular colosseum rises far above the buildings around it making it easy to spot from most anywhere in the city. There isn't always activity at the colosseum, but when there is you can tell. Whether it's the roar of noise, the lack of activity in the streets and the crowds of people cluttering to get in one of the many large archways were attendants collect admission fees.

When not in use the iron gates block access to the archways, the only open one leads to a desk where an attendant sits for people to apply to participate in the arena.

The inside of the arena is a large bowl that ends about thirty feet above the actual arena. The bowl is filled with simple stone bleachers to maximize it's sitting room. A few open entry ways sit about mid-level in the bowl for people to come to their seats with a large box at one end where the Arena master directs the event from. The arena itself is a simple dirt field that can be modified as needed by a powerful enchantment that is sued to both alter the field and create monsters within.

Adventurer's Guild
A large building made of stone walls with wooden roofing and accents with a center spiral tower and large stained glass windows at the front flanking a pair of large wooden double doors. A wooden sign hangs over the front door by a elaborate metal brace that reads 'Adventurer's Guild.' The large double doors stand open for all to enter. The building continues on to the left of the counter where a large number of tables of varying sizes sit with empty chairs around them. A wooden staircase climbing up to a banistered landing the circles the room out of sight. A few large glass windows and the white walls complimented by varnish chestnut wooden furniture and accenting makes the room feel open and inviting. Immediately to the right of the counter is a large board that covers the wall with a number of flyers stuck to them.

Town Square
The buildings around this large open square are squeezed together and thus rise up a couple stories from the dark cobble stoned streets. The square opens and is rather large, a few hundred feet across in fact. A few larger fountains ring the center of this square with scattered benches all around for people to rest and relax. In the dead center is a large Waystone. Adventurers of all walks of life and even a few normal looking people walk up to the circle and disappear in a flash on occasion and different people appear suddenly in a similar fashion. People mill about the square all times of the day sitting at one of the many benches, lounging by the fountains or just passing through to somewhere else.

Notable People

 * Captain Jacob Stryder - Captain of the guard within the Market District Hall, and is known as the iron fist of the law.
 * Lewis Vurgrun - Squire and apprentice to Cpt. Jacob Stryder, he is a polite young man with a strong sense of adventure and a healthy curiosity for the unknown.
 * Rena Heavenbound - The owner and founder of The Heavenbound Hospital for the Needy, one of the main medical facilities of The City of Charon.
 * Zacchaeus Limblet - The primary psychologist/therapist of The Heavenbound Hospital for the Needy.
 * Fabius Freldin - One of the two Market District Representatives sitting on the city senate
 * Jackson Bars - Son of the famous adventurer politician "Old Man Bars", he is one of the two Market District Representatives sitting on the city senate.
 * Leelia Waystone - The front desk secretary at Mobius' Institute of Learning, and is the person to see about signing up for classes.
 * Mobius 'Walkins' Armstrong - The founder and Headmaster of Mobius' Institute of Learning.
 * Leonardo Nickomarus - The Head Professor (and currently the only resident professor) at Mobius' Institute of Learning.
 * Jeffery Jeffery-son - and his family have owned the New Beginnings Inn for generations, his father Jeffery, his father before him Jeffery, and his father before him Jeffery all owned this establishment.
 * Atog the Arena Master - The Owner and Operator of The Phantom Arena, he and loves nothing at all more that a good fight.
 * Flamberge Frinston - The owner and manager of The Lucky 7's Casino, he is known for his fiery temper and willingness to do most anything to make a gold piece.
 * Lord Margrave Regel - One of the wealthiest nobles within Charon, his mysterious past leads most outsiders to distrust him despite his contributions to the city.
 * Lord Gawain Regel - Son of Margrave, Gawain took control of his fathers affairs after his passing and aids in them presently since their resurrection.
 * Iphotel - The Lady of Silver, she is the owner of the Adventurers Guild and hides a darker past while seeking a brighter future.