Notable People

The Sisters of Mercy
An order of nuns who deal who convert various troublemakers into novices of the order. Generally the group is broken down into two main branches:Missionary and Abbey.

The Missionaries are the public face of the order, both containing the most repentant bright eyed novices, along with those the full sisters who collect crimnals and other troublemakers from the various towns allied with the Sisterhood.

The Abbeys are less well known by the general public. The Abbeys generally are independant Fiefdoms ruled by a Mother Superior. These Abbeys are where the more intrangigent troublemakers are sent. Its rumored among various dark cults that those who are sent to the abbeys often have their identity tokens "misplaced"

The Adventurer's League
A international organization dedicated to helping maintain the Adventurer lifestyle. They by primarily setting up chapter houses in major towns which provide key services for liscenced Adventurers. These sevices include discounting on regular adventuring supplies, providing legal counsel when needed, a regular source for hirelings, and of course a bar where mysterious old men hand out quests that have been throughly checked by senior members of the guild for safety(or humor pontential)

The organization is funded through a combination of dues from Adventurers along with having various media outlets making use of fictionalized and magically recorded accounts of interesting Adventurers.

There are a variety of charters granted from the league, giving a certain amount of legal existence to a grouping.

Charters
Solo-This is only offered for more advanced members who've been with the League for awhile and might be out adventuring alone.

Partnerships-One of the rarer types is the partnership, as the majority of people who'd pick this level qualify for solo status, this most is for the continuation of a band that may have been shot down to 2 members without the desire to recruit.

Band-The standard charter of between 3 to 7 members where most Adventurers start and where most stay.

Raid-Any group between 8 and 108 people dedicated to the task of entering a particularly dangerous dungeon and farming its inhabitants on a regular basis. These often fall apart when loot is not properly distributed.

Harem-A recently added grouping, that came about after discovering that romantic tension in a group tend to make them more popular for marketing, this is a grouping that requires that in the setup, it is noteably cheaper to form than any other grouping.

Adept Control Agency
The Major defining feature between whether a nation is considered dark or not is the acceptance of the authority of this international agency. In that nations where it functions its a policing force for Adepts holding them accountable to its byzantine code.

The Agency makes use of numerous towns spread through out the world as Recitivation Town, in these locations Adepts who have commited a crime are transformed into something which would have difficulty using their powers and forced to spend time working out their sentence in that form.

The Wicked Witch of The Westmire
Most adventurers die young, or end up as maids, statues, cocktail waitresses or other varieties of embarassing positions. Others retire to glory, becoming kings or simply living out their end-days in wealth. A rare few ascend to godhood. The Wicked Witch, did none of those things. As an adventurer she was wild and chaotic, known for her greed and impulsiveness, as well as her cleverness and terrifying destructive power. In her old age, she is still known for all of those things as well as her vast experience. Rather than retiring, the Witch found a way to stop her body's aging at its prime, and continues to adventure sporadically.

These days she spends more and more time in her home, an emptied out dungeon in the dangerous Westmire, known for toxic plants, strange species of swamp life and killer mosquitos. None dare enter the her swampy domain save the truly desperate and the foolish since she tends to 'play' with those who dare trespass.

Occassionally the Wicked Witch emerges from her fortress on the trail of some legendary treasure, to avert some horrible disaster, or because some brave idiot managed to get all the way through her dungeon intact and asked her for a favor. When she does, neighboring kingdoms tend to panic a bit, not merely because she is an adept with power that led her to receive, and reject, offers to ascend to godhood twice, but because chaos always seems to follow at her footsteps.

Misuza of Mischief, Laughter, and Thread
One of the first Overgod's original companions, Misuza is one of the oldest and strongest of the gods. Created as an experimental entertainment golem by the Kumo, Misuza's design was judged a reject due to her odd personality and she was abandoned to a garbage heap on the surface where the first overgod found and repaired her. From there, Misuza became a constant, if erratic ally of the Overgod, being one of the first to ascend to godhood with her 'owner'. As the goddess of Chaos, Misuza of Mischief, Laughter and Thread is exceptionally powerful and a force not to be crossed lightly. She's also highly erratic and unlikely to side long term with any of the political factions in the heavenly realm, versus shifting as moves her day to day.

Physically Misuza is made entirely of a motely of cloth patches and can alter her form as she wishes, growing and losing limbs on a moment's notice. It is unknown if the goddess has a true form persay, or is simply naturally amorphic. Most often, Misuza bears the shape of a cloth kumo, or that of an almost human looking girl, a form she says reminds her of her dearest friend. In combat the goddess loses any semblence of normality, sprouting and losing thousands of limbs, mouths, eyes and other features in the space of a moment as she methodically destroys everything in her way. As an entertainment unit, Misuza is also an accomplished juggler, singer and clown and could be considered an expert adept at all three skills, in addition to her racial adept abilities as a cloth-thing and god.

Personality-wise, the goddess of chaos is odd. Unlike many in her station who live with focus and ambition, or using their power, Misuza treats godhood as a fun toy. As an entertainment unit, nothing makes her happier than bringing a smile to a child's face, an act accomplished through juvenile pranks as often as earthshattering power. In fact, the goddess is quite the prankster, enjoying practical jokes and amusing situations more than any power or luxury. Her apparent childish demeaner belies the fact that she is still one of the oldest and most powerful gods in heaven. As the goddess of chaos, even the most complex patterns make intuitive sense to her and Misuza understands how to work her cheerful ends by pulling on the farthest strings.

D'douan
The god of healers is a strictly ethical being. He always act on strict utilitarian measures to save as many lives as he can. "If I have to kill 10,000 living beings now to save 10,001 later, then it is surely worth it." Acting along that reasoning, D'douan knows that, as he is immortal, no matter how many he kills now, as long as he gains something of even the smallest of worth, then that attrocity will eventually be vindicated. To strengthen and test doctors, the god sends plagues. To advance the science of healing, D'douan slowly dissects patients, even as he uses his power to keep them alive and cogent. The fact that he enjoys the suffering of others is of no consequence, because D'douan is sure that every bit of suffering he inflicts helps the greater good. Were the god possessed of more foresight, or perhaps purer motives, he'd realize that so long as he continues killing, the scales will never even out.

Magestrate Yuen
Celestial Magestrate, God of the Gun and Maverick Cops

Yuen was what amounted to an officer of the law in a draconic city before the war happened. He fought back as order broken down as tensions between nations grew and people cared less and less. Eventually the city was attacked by Kthons and the majority of survivors transfered to one of the floating cities.

Yuen, digusted with his fellows would not be among them. He travelled the wastelands for countless centuries trying to keep his strong conscience in check and play the part of the scoundrel but time and again he would see injustices and bring himself to fight them. He became a hero of the wastes and to his own disgust was held up by many of the secondborn of the time as sign that the dragons had not abandoned them.

As one of the few dragons walking the world at the time, he was offered a position in the nacient Divine Order when it formed and being named the first of the Celestial Magestrates, as any organization would ultimately require policing of some sort.

From there he fades in and out of history, appearing suddenly and out of nowhere to rain down hisown form of justice on corrupt gods. He has because of this become almost a myth among the gods proper as centuries go by without him seeming to even exist.