recursal/Fanatic-Fandom huggingface dataset:
Czechoslovakia

The Czechoslovakian Socialist Republic was, along with East Germany and Poland, a frontline state during World War II. Although there was significant anti-Soviet activism in Czechoslovakia, the movement was less organised than its Polish counterpart, largely due to an extremely efficient Czech police state that had been put in place following the Soviet suppression of the Prague Spring. Although the main Soviet offensive took place through East Germany, Soviet forces inside Czechoslovakia also took part in the attack on West Germany and Austria. The Czech military was mobilised but was not generally involved in frontline offensives, although they did provide garrison forces and air defenses in occupied territory. Since Soviet logistics and command lines passed through Czechoslovakia, the country came under heavy attack from NATO air power. When the NATO counter offensive began in early 1985, NATO forces entered Czechoslovak territory to protect the flank of the main West German-American offensive into East Germany. NATO forces captured Prague and Brno but eventually came to a stop outside Bratislava. Although the country avoided complete occupation, there was considerable hardship among the civilian population who were displaced by violence, looting and food shortages.

When the NATO advance into Poland triggered Soviet nuclear retaliation, Czechoslovakia was hit just as hard as Poland. In addition to tactical attacks on Soviet and Czechoslovak combat formations, several cities were destroyed by nuclear strikes, as were critical industrial and logistical facilities such as the steel works in Trinec. In the wake of the nuclear exchange the already tenuous civil order broke down completely. The Czech civilian government faded away entirely and what order there was left was imposed by military forces in the field.

With the Czechoslovak civilian government no longer functioning beyond the township level, the surviving Czechoslovak military units are the only remainder of the state. While many soldiers have deserted to become Marauders or to defend their hometowns, some forces still remain in the field and consider themselves loyal to the Czechoslovak state, even if the state is more of an idea than a reality at this point. These units have no clear overall leader but remain in sporadic contact with one another and mostly concentrate on trying to protect the areas they occupy from the omnipresent Marauders. They do not generally try to directly confront the remaining NATO or Soviet forces in the country, although there have been some conflicts they have largely been due to local disagreements.
World of Tealon Wiki

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Death from Above

The PCs are asked by Captain Tarasovna, commander of the defenses of Jaromer, to act as spotters for an artillery strike on the Czech supply dump. She knows the Czechs must have such a dump, and there are several buildings within the Czech camp, but she doesn't know which is which and she only has three artillery shells. She needs somebody to locate the dump and call in a strike.

If the PCs accept the mission, they will be given a R-392A radio with a hand crank. they need to wait until night, and then complete the following steps:

1. Make an opposed RECON roll against a Czech soldier to pass the outer perimeter. At night, the Czech soldier is at -2.
2. Make a RECON check at -2 to locate the supply dump
3. Call in a strike. The Soviet artillery sergeant has INT C and Heavy Weapons C, but rolls at -1 due to range and another -2 due to darkness. The gun fires every two turns. The gun will begin firing with smoke shells, and a PC can call in corrections by taking a slow action and making a RECON roll. For every round taken making corrections, the gunner rolls +1, to a maximum of +3. Once they land a hit they will start firing artillery shells. The first shell will blow open the roof of the supply depot and the second will destroy its contents, detonating the fuel and ammunition in a gigantic fireball. As the PCs are calling in the strike, the Czech forces will begin searching for the spotter, making RECON rolls against the PC's RECON rolls. Remember the Czechs are at -2 due to the darkness.
4. The PCs then have to make it back to the fortress. This requires two RECON rolls. The first one is at no penalty for the Czechs as the burning fuel lights up the night.
5. When the PCs get back to the fortress they will report to Captain Tarasovna. Two stretches later, the Czechs will mount a desperate attack on the fortress, reasoning that the artillery is out of ammunition and the lack of supplies means their best chance is now. The PCs will have to fight two squadrons of Czech soldiers, one in a BMP-1. Once the BMPs are destroyed the surviving Czechs will flee.

If the PCs are successful they will be given 1,000 shells of military supplies from the captured Czech stores.
Lucjan Kulczycki

### Skills

Command C, Close Combat C, Driving C, Persuasion C, Mobility D, Ranged Combat D, Stamina B, Tech C

### Specialties

Blacksmith, Interrogator, Load Carrier, Racer, Teacher

### Languages

Polish (Native)

Before the war Lucjan was considered a good citizen of the Polish People's Republic. Born working class in Olawa, he worked as a truck driver and construction foreman before going to an adult education college and getting a degree in business management in order to open a small bar. He lived a quiet life with a wife and two daughters. He was an active member of his local party committee but not exceptionally committed.

Unknown to most, Lucjan was a spy for the German BND. His bar was a frequent watering hole of Soviet officers and their indiscrete gossip was an invaluable resource on Soviet and Polish military operations in the area. He received payment in the form of imported German consumer goods, but he mostly did it for a thrill. His handler was a German BND agent operating under deep cover, pretending to be a Polish mechanic named Urszula Kalisz.

During the war, Lucjan's spying was cut short, and he suffered pangs of anxiety that he might have contributed to Polish defeats whenever he heard of German forces defeating Polish units. His wife and one daughter were killed in a NATO airstrike. When his Urszula contacted him he told her he wanted nothing to do with her, but when she threatened to expose him as a spy he realised he had no choice.

Now, he is the Mayor of Olawa, but he is really Urszula's puppet. He is angry at her and concerned that she intends to annex the town into Germany. He hopes that traveling soldiers may be able to help him in Reconquering Olawa. He still runs his bar, but his surviving daughter, Rinka, does most of the work.

Lucjan is a tall man with flaming red hair that is going prematurely bald. His features are rough and his nose has been broken several times. He usually wears sweaters and worker's cargo pants. He only speaks Polish.
Witald Biale

Witald Biale grew up in a wealthy mixed Polish-Russian family in eastern Poland. His parents were idealistic enough that they did not assist him in avoiding his compulsory military service, which he found surprisingly enjoyable. Although he was only a mediocre marksman he was popular with his fellow soldiers. Witald graduated from the University of Gdansk with a degree in physics but chose to return to the army, serving for several years in the quartermaster's corps. He was attached to the 2nd Mechanised Division as a lieutenant commanding a supply company. The war saw his platoon isolated from the rest of the Division and caught in a pocket of Polish forces in the border area. The deaths of several higher ranking officers and the breakdown of communications meant that by early 1986 Witald was the only officer left in a unit of about 300 men and women, made up of the survivors of several smaller units. Witald made the decision to withdraw from contact and take up a defensible and sustainable position around Klodzko.

Witald's main motivation is loyalty to his family. He married a local woman and she is pregnant - although he previously had no roots in the area, he now considered Klodzko his home and wants to protect it. His second motive concerns a fact only he knows - there is a hidden room in the Klodzko fortress that contains a small but viable store of chemical weapons. Witald feels little loyalty to either of the competing Polish governments, nor to the Soviets, and is mostly concerned about keeping the weapons from being deployed. He is worried that a record of their storage will be found somewhere in the Polish military's archives, but he does not trust anybody to move them.

Witald does not look much like a soldier. Although in his early thirties he looks older. He has a round head, a comb-over, prematurely grey hair and watery eyes. A paunch bulges over the belt of his uniform trousers. He wears a stained but intact Polish lieutenant's uniform. Generally he doesn't impress others when they first meet him, but his eyes betray a sharp, calculating intelligence. He speaks Russian with a flawless accent and good, but accented English and German.
Plamt

Plamt is the first creature walk on these island's and as far as it's know, the first to walk on any land, an immortal mermaid like being.

## Personality

hmm she's very much introverted and living in on her own, she can get too much at times, but it's mostly because of her ignorance and not having anyone to actually deal with her energy anymore, so she now puts all her energy into small projects, like different buildings.

## Appearance

, she appears human, but is also shown to have fins instead of ears, sharp pupils, short hair that seems choppy as if it was cut with old scissors,,, she has scales covering some parts of her body, mostly on parts where the skin is thinner, like her feet, hands, shoulders ect. she's also just at the height of 1 meter/3''2 ft tall, but it doesn't stop her from being fierce and build structures from the ground up.

## Plot

she has never been off the islands, all she knows is that these are the only places that exist,, she was the first creature to walk on land ever, and over the many centuries, but she's only ever been on these islands.??? idk adjkhadjkDAAAA but for now all she remembers is that she washed up on shore one day with a book that she has misplaced,, she hopes to find it again and hopefully realize that it was her who wrote the book the century before, and that it's not just a book she came across...

## Backstory

Before she lost her memory and got washed up on a another one of these island's she lived with a special someone named Celia, a elf who was a lone a pirate but decided to settle on one of the many islands, after crashing she was found by plamt, they soon built a home just by the ship incase Celia ever wanted to rebuild her ship and leave,, Plamt wasn't ever against her leaving either, but she was quite fond of her, Celia was just so kind and understanding, even after Plamt had heard of her adventures around the world that made her realize there's more than just these islands, and that Celia didn't ever find a place where she belonged either, none really wanted to be her crewmate, as how could a pirate so small ever accomplish anything on her own, well, she did prove them wrong, but she didn't think about proving herself to anyone anymore once she stumbled upon Plamt aswell, they're just both 2 lonely people that only needed so little in their lives when they were with eachother.... But now how could Plamt ever expierence happiness for more than a few decades? Easy! she couldn't with just one kiss, Celia got turned into a clownfish, was Celia the one who was cursed? or was it the immortal being named Plamt after all this time, was she cursed to never love just for her immortality? She wanted answers, so she swam out to sea to try and find a way to see Celia as herself once more,,, but it was just a moment before she lost herself at sea searching, and had her memory wiped once more,, and that's how she found herself washed up on shore....
Zynote

Zynote (gee-noto) is a depiction of an elder whom of which is looked up upon by the Oracle, and is believed to be their Guardian. Various oraclese traditions involve Zynote, and most, if not all, involve giving gifts or offerings to Zynote.

Zynote is believed to be an elder who takes on the form of a dragon, and lives in the mountains near the Oracle. He is typically described as an elemental dragon of fire & water. The tsunami which struck the tribes of the Oracle was believed to be Zynote's doing, a punishment, as the tribes had forgotten to leave an offering to the elder that day.
Busy

A busy settlement is one with significant cottage industries and a fair amount of business activity. Long distance merchant caravans are uncommon but not unusual. Players can buy a lot of things here, although some goods will remain unavailable. These settlements are usually either substantial towns of good size, producers of a desirable commodity, or both.

A *Busy* settlement uses the rules for trade established in pg90 of the *Player's Manual*, unmodified. The exception is ammunition, wild food rations, domestic rations and water, which are always available.

The settlement will have a maximum of D6x500 shells available to pay PCs who wish to sell their goods.

A *Busy* settlement's economy "resets" every week - PCs who are not able to find goods they wish for, or who buy all the available goods, can roll again after a week has passed.
Settlement Economies

Busy

Quiet

Barren

Unlike settlement attitudes, settlement economies do not really change over time except under very exceptional circumstances. A settlement's economy is usually based on its location, its population and the economic capability of its inhabitants, none of which are really capable of being influenced by PCs during the course of regular play.

Note that Krakow, as Poland's largest city and the home to the largest marketplace in Poland (and possibly Eastern Europe), has its own economic rules.
Quiet

A *Quiet* settlement has some commercial activity but most of it is mundane and items of use for soldiers are hard to find. Merchant caravans may visit but it is a rare, once-a-year event. There is little to no organised cottage industry, at most there may be some handicrafts. The town is usually of modest size, focused almost exclusively on agriculture, or both.

A *Quiet* settlement uses the rules for trade established in pg90 of the *Player's Manual*, but in a modified fashion. *Common* supplies are available on a 5 or higher, and *Scarce* supplies are not available. Common supplies are available at half the quantity listed on pg90.

The exception is wild food rations, domestic food rations and water, which are always available in quantities listed in the rulebook, and ammunition, which will always be available but only in half the quantities listed in the rulebook.

The settlement will have a maximum of D6x100 shells available to pay PCs who wish to sell their goods.

A *Quiet* settlement's economy "resets" every two weeks - PCs who are not able to find goods they wish for, or who buy all the available goods, can roll again after two weeks have passed.
Hostile

A **Hostile** settlement is even more determined to inflict harm on the PCs than a Defensive settlement. Its inhabitants view travelers not just as a threat to be kept out, but as a danger to be actively eradicated. The settlement's military forces will do their best to actively pursue and neutralise travelers, who will be either killed or taken captive and used as indentured labour.
Klodzko

Before the war, Klodzko was a picturesque medieval city known for its old town and baroque fortress. The town was spared direct attacks during the war, although NATO airstrikes destroyed the bridges over the river.

Klodzko was occupied early in 1986 by a group of Polish soldiers made up of a mixture of units left over from the 2nd Mechanised Division. The soldiers, commanded by a former supply officer named Lieutenant Witald Biale, are generally seen as a positive presence in the town, and have seen off several opportunistic groups of Marauders. Generally the soldiers don't interfere with the town's governance, although Lieutenant Biale has been nominated to the position of Mayor, the city's civilian government continues to run as it previously has, and elections were even held in the summer of 1986.

The soldiers have trained a part-time civilian defense force that supplements their patrols inside the town. In addition to its infantry, the Polish soldiers have three MT-LBs and 1 PT-1 Twardy. The town operates an industrial size still in order to keep these vehicles running. Many of the soldiers are garrisoned in the Klodzko fortress which gives a commanding view of the approaches to the town.

The townspeople are reasonably friendly towards travelers. Although the soldiers in Klodzko wear Polish army uniforms they don't consider themselves loyal to the Polish People's Republic government, although they are not aligned with Free Poland either. They are effectively an independent local self-defense force, although an unusually well armed one.

Klodzko fortress, in addition to the town's military supplies and defenders, holds a dark secret. The Polish government retained a small supply of chemical weapons and positioned several of them in forward positions as part of its preparations for a NATO invasion. The weapons were never used and knowledge of their positioning is lost to most people except for high ranking supply officers - one of whom is Lt Biale. The Lieutenant has no wish to use the weapons but he doesn't trust any of his men to move them. PCs who earn his trust may be given the quest Farewell to Arms.

The weapons consist of ten 120mm shells impregnated with sulfur mustards. Three of them have degraded and require a TECH-1 roll to restore them. The shells act as blistering agents with a blast power of A. They are kept in an unobtrusive supply crate among several other crates containing old uniforms in a sub-basement of the Klodzko fortress.
SilesiaZ22

An area of unpopulated woodland along the south bank of the river Oder. A few refugees from the destruction of Wroclaw camped here temporarily but they eventually moved on, leaving the woods deserted except for some wildlife and abandoned holiday homes. Passing through the area, PCs who make a RECON check will see tank tracks passing through the forest. A successful SURVIVAL check will allow them to locate the tank - it is parked by the riverside, abandoned by its crew after it broke down, but not destroyed.

The tank is a Leopard 2A4 tank, it has Reliability F but has not been destroyed, and has 15 litres of ethanol fuel in its tank. PCs with a vehicle spare part will be able to repair it.
Emiel

Emiel Ceolmund-Eretein Fivel, self-proclaimed "most famous bard of these wretched islands", is a player character in the SSMP. He is played by Martin, and has a modified Slimecicle origin along with the Musician class.

## Appearance

Emiel is a man made out of greenish goop. Due to his slime abilities his size varies greatly, ranging from up to 8'2 ft down to about 1 ft tall. Usually, he stands about 7'2 ft tall. He has long "hair" stretching to below his shoulder and covering his right eye. His visible left eye has a dark sclera with a glowing, bright green pupil. He wears a bi-colored gambeson over a plain tunic adorned with a purple belt. His pants are loosely fitted, and held together with a purple string down by his shoes. His shoes simple, and made of pure leather. Emiel wears a leather hat with a furry brim, adorned with a single feather. He has what appears to be long, goopy ears poking underneath his hat. Additionally, he has a cape made entirely out of dark fur, resting upon his shoulders.

Emiel always brings his trusted golden harp wherever he goes. At times he can also be seen wearing a golden amulet (in game sprite: a clock).

## Personality

Emiel is almost always in a good mood, wanting to spread his love of music with just about anyone who would like to listen. In his own words, "What better way to get to know someone, than through their music!" Though his musical abilites are average at best, he has his fair share of surprisingly good musical moments.

Emiel is very optimistic, often assuming the best in any situation until proven otherwise. This can prove to be quite the challenge, as he's rather stubborn and thick-headed.

Furthermore, Emiel is extremely loyal to those he considers to be his friends, whom he cares about greatly.

He speaks quite formally, with a hint of old victorian slang. Although he'd like to sound formal and collected, he has a tendency to blurt out the first thing that comes to his mind.

## Backstory

Emiel washed up on the shore of the island as a castaway, his ship, Erroneous, seemingly broken in half.

Little is known about what happened to Emiel or the Erroneous prior to current events, but journals scattered around the wreckage suggest some sort of dangerous experiment lead to the ship's demise.

Along the coast there can be found several other journals, one made by chief mate of the Erroneous, Edna Pavetta Gòl. Before her death, Edna wrote a journal condemning one of the name Eskiel. Edna also assumes the Queen's son to be dead. It is not clear what kind of Queen she's refering to. Not far away from Edna's journal, a collection of papers can be found containing experiment logs as well as what appears to be some sort of autopsy reports.

Emiel remembers little of what happened on the ship, but seems to have troubling memories, often relating to floors soaked in strange blood. He seems to have quite conflicting memories of a lot of events, unsure if he's simply misremembering or if he's remembering false memories.
Suspicious

A **Suspicious** settlement is one that views all travelers not known to its people with great scepticism. It is standing policy to turn away all travelers. A DIPLOMACY check will allow some minor trade with the gate guards but this will be hurried and under-the-table - treat the settlement's economy as one level lower than it actually is. Otherwise, PCs will be told to move on. The only way to get access to this settlement is to shift their attitude to Neutral.
Military Scavenging

Roll d100:

1-33: Regular scavenging table
33-40: D100 rounds of 9mm ammunition
41-45: D100 rounds of 7.62 ammunition
46-50: D100 rounds of 5.45 ammunition
51-60: D10 frag grenades
61-70: Pistol
71-80: Assault Rifle
81-90: Sniper Rifle
91-93: Light Machinegun
94-96: General Purpose Machinegun
97-99: Heavy Machinegun
100: Anti-Tank Rocket Launcher

For weapons, roll D6-2 to determine their reliability. A 0 means the weapon is damaged beyond usability, but can still be repaired or salvaged.
SilesiaY13

### Valuables

23 frag grenades, fifteen assault rifles, ten submachineguns, twenty five pistols, three rocket launchers, twelve rockets, a heavy machinegun, and eight weapons spare parts

### Spent Shells

800

A decrepit military outpost near the deserted village of Godzieszow that was previously maintained by the Polish border guard is now home to a gang of 23 smugglers. They have gathered supplies of weapons, food and ammunition and are preparing to enter Boleslawiec with the intention of being paid handsomely by the city authorities. They are trying to keep a low profile as they do not want to simply have their weapons confiscated by the besieging Marauders.

PCs who happen upon them may be able to assist them in one or more of the following ways:

1. Take a message in to Boleslawiec to arrange a deal. The smugglers will pay 50 shells for this service - this takes a successful PERSUASION check from the Boleslawiec commanding officer. Extra successes mean a better deal for the smugglers, who will pay an extra 50 shells.
2. Escort the smugglers into Boleslawiec. The smugglers will pay 400 shells for this service. The PCs may shoot their way in, or sneak in, or even somehow bluff their way past the besieging Marauders.
3. Simply buy the goods and take the responsibility of getting them into Boleslawiec to sell them. The smugglers will charge 14,000 shells or equivalent, believing the PCs can get a much better price in Boleslawiec (they're right).

The smugglers can be haggled with but at -1 (since they are expecting a big payoff). Their leader has Empathy B and Persuasion B.

**SMUGGLERS:** As civilians. Armed with shotguns, pistols and hunting rifles.

Their cache of military supplies will sell for 20,000 shells inside Boleslawiec as long as the siege persists.
Dorami

Dorami es la hermana pequeña de Doraemon. Curiosamente, son hermanos ya que comparten el mismo aceite. A pesar de que son hermanos, ella es más amigable y más brillante que él. Ella es de color amarillo con una linda cara, una nariz pequeña, y un lazo de color rojo (que es sus orejas) detrás de su cabeza.

## **Aparencia**

Dorami es de color amarillo cobalto, tiene orejas que se asemejan a un gran lazo rojo y su cola tiene forma de flor. Su cuerpo es similar al de Doraemon, excepto que su bolsillo que tiene rayas rojas cruzadas y sus ojos son similares a los de Shizuka, pero tienen pestañas visibles (tres en cada ojo). Tiene ojos negros/marrones y la mayor parte de su rostro y estómago son blancos. Lleva un collar azul con una campana dorada, muy similar a la de Doraemon. Dorami originalmente tenía orejas de reemplazo para ser instaladas, pero no lo fueron y se reemplazaron con un lazo para evitar que Doraemon se sienta demasiado triste por la pérdida de las orejas, de modo que no se sienta solo sin orejas.

## **Personalidad**

Dorami es una biorobot responsable, amable y sensata. Ella es en muchos sentidos lo opuesto a Doraemon, con la posibilidad de que haya cuidado mejor a Nobita que él. A Dorami no le gusta la suciedad y es una "fanática del orden" y tiene un miedo a las cucarachas similar al miedo de Doraemon a los ratones y se sabe que se preocupa por Nobita cuando Doraemon no está allí. Ella puede ser descrita como una gato biorobot dulce, amigable y lindo. Sin embargo, a veces puede tener mal genio o cuando la provocan innecesariamente.

## **Relaciones**

### Doraemon

Dorami a veces critica la forma en que Doraemon regaña y ayuda a Nobita a mejorar y tener éxito en la vida, sintiendo que debería ser más duro con Nobita dándole una poción cuadrada que lo hizo más estricto, pero solo terminó siendo contraproducente.

Siempre que Doraemon está demasiado asustado para recibir su chequeo anual en el siglo 22, Dorami se pone duro con él y lo arrastra desde el presente para hacerlo.

### Dora The Kid

El interés amoroso de Dorami y su novio es Dora The Kid.

### Nobita Nobi

Ella ayuda a Nobita en ausencia de Doraemon y trata de hacer de él una mejor persona. Sin embargo, a diferencia de Doraemon, Dorami es mucho más útil y compasivo con Nobita hasta el punto de consolarlo. Cuando Dorami reemplazó temporalmente a Doraemon, se dio cuenta de lo miserable que era Nobita sin su hermano cerca. Así que decidió dejar que Doraemon regresara a Nobita mientras ella regresaba a Sewashi en el siglo 22.

### Shizuka Minamoto

Estaba lista para ayudar a Shizuka como se muestra en algunos episodios. Tienen una relación cercana entre sí.

### Sewashi Nobi

Tiene una relación similar a la de Nobita con Doraemon.

## **Unas pocas cosas curiosas**

* Le encantan los bollos de melón.
* Ella comparte el miedo mutuo con Tamako Nobi , las cucarachas.
* Tiene una Puerta Mágica de color naranja.
* Dorami es el único personaje de *Doraemon Wii: Secret Tool King Tournament* que técnicamente no forma parte del elenco principal.
Irene Warda

### Equipment

AKM with 3 reloads, Machete, Flak Jacket, Helmet, 3 Frag Grenades, 1 Anti-Tank Grenade

### Languages

Polish (Native)

Irene was a street kid and orphan who lived as a petty criminal on the streets of Wroclaw for several years. After a near fatal overdose and brush with the police in the late 70s, Irene decided to clean up her act. Lacking professional skills she was able to sign up with the Polish army. She served in a maintenance battalion attached to the 2nd Mechanised Division, taking orders from Lieutenant Witald Biale, who she became very close to. She was promoted to *Karporal* just before the war began.

Sticking close to Lieutenant Biale, Irene ended up stationed with him at Klodzko.Now that the Lieutenant is both the civilian and military leader of the town, Irene functions as his aide and bodyguard, as well as helping out his wife to care for their daughter. She has come to think of the Lieutenant as a true friend and is personally very loyal to him, and by extension to his wife and daughter. Beyond this, she is still motivated by personal financial gain and sometimes take small bribes from those who seek access to the Lieutenant - he is aware of this but indulges it, since she usually doesn't take more than people can afford and he feels she has earned it.

Irene is a tall, stern looking woman with honey-blonde hair and pale blue-grey eyes. Several small scars are scattered across her chin, the legacy of teenage knife fights. She wears a camouflage Polish army uniform and carries an assault rifle all the time, even when performing non-military duties. She would be considered quite attractive if not for the non-nonsense military manner she usually adopts. She speaks Polish with a very lower class accent, and doesn't understand or speak any other languages.
The Windmill

The Free Polish garrison at Swiebodzice castle was already small and it was significantly degraded when a squadron of twelve men fled into the hills south of the castle to live as Marauders. Their presence outside the city is embarassing to the garrison, who would like them to return but would be satisfied with them being killed or just driven away. They have taken up residence in the windmill outside village of Gostkow.

If the PCs kill the Marauders or convince them to return to the garrison, they will gain 500 shells or equivalent goods. The commander wants the horses returned - for each horse killed, he will dock 50 shells from the payout.

Convincing the Marauders to return to the garrison will take a PERSUASION check at -2, since they are enjoying their life as bandits and are afraid of the encroaching Soviet force (even though it doesn't really exist).
Lipno

Before the war Lipno was a small village set in a sparse forest. Unlike most communities, Lipno's population has increased in size since the war due to the village taking in refugees from the surrounding countryside. A fire swept through the forest in the late months of 1984 after civil disorder in the area lead to several explosions in nearby industrial parks, but the villagers fought off the fire and stayed put - the charred trees discourage travelers from thinking the forest might be inhabited. The town is more than two-thirds made up of new, low quality buildings, mostly tents although there are a few converted cellars.

The town is dominated by two families, the Murskis and the Ozgas, led by patriarch Oleg Murski and matriarch Hanna Ozga respectively. Each family has about 50 members in multiple extended family groups. Recently relationships between the two families have broken down due to a series of petty disputes and the community is on the verge of armed conflict.

The town had a good harvest and have managed to store nearly 6000 units of food in a root cellar, that they are in the process of pickling and turning into preserved food.

**100 ARMED CITIZENS:** Use Civilian stats. Armed with pistols, zip guns, zip rifles, shotguns. 0-1 reload each.
SilesiaI11

The ruins of this village in the hills have become home to a large pack of stray dogs. 36 dogs roam the village. They are starving and will fall on any people who come near. The pack was kept by a hermit who used them for self defense but he died recently. Scrounging in this location will reveal the hermit's home, with a broken (Reliability 0) bolt action rifle and 33 shells.

**36 STRAY DOGS:** As Referee's Manual.
SilesiaVV12

### Valuables

2 AKMs taken from the Czech soldiers, 1 Desk Lamp worth 15 shells (or 1 electronic spare part), 1 vehicle spare part, Candelabra worth 25 shells

### Spent Shells

36

A large country estate, once used by communist party officials, has been taken over by half of a surviving squadron of US army soldiers. An advance party from the US advance out of West Germany, they were cut off by the collapse of the NATO advance and have become deserters. They recently took a pair of Czech soldiers captive and have locked them in cages near the gates of the property in order to warn off any other Czech soldiers in the area. The manor house where they are living has seen better days but they have weather proofed three rooms where they live.

Although they still wear their American uniforms the soldiers are hostile to other NATO troops as well.

**5 US SOLDIERS:** Armed with M4 rifles, 2 reloads each. They have a pair of M60s, one mounted on the roof of a HMMWV and one on the roof of the manor, with 2 spare belts of ammunition between the two of them. They also have a HMMWV with only 10 gallons of ethanol left in its tank which they don't use except for emergencies.

**2 CZECH SOLDIERS:** Both are starved and dehydrated.
SilesiaII23

A US Air Force B-52 bomber was shot down by Soviet fighters over this area and crashed into farmland. The bomber left a trail of devastation several hundred metres long - the impact looks more like a bomb sight than a crash landing. The bomber itself was avoided by most people in the area due to fear it might be carrying nuclear weapons, but enterprising PCs can salvage it. The bomber will yield 8 vehicle and 2 electronic parts before it is completely exhausted.
SilesiaQ13

In the woods along the Bobr river sits an old estate. Previously owned by a corrupt local party functionary, who kept a personal stable of German cars and Caucasian racing horses here, it was abandoned during the war but has become home to a community of 23 civilians, mostly former inhabitants of the area who were drawn by the rumour of a stash of canned goods and a personal fallout shelter inside the estate. The fallout shelter is not present, but the food was, and although they eventually used it up, the civilians chose to stay here, forming a small community.

Recently, a group of Marauders clashed with some Soviet soldiers in the woods. The fighting did not reach the estate, but both sides retreated without salvaging the dead. The estate-dwellers, cautiously investigating the battlefield after a few days had passed, discovered several usable assault rifles. These fell into the hands of a group of adventurous young men who staged a "coup", taking control of the small community through force of arms. The boys sleep inside a cargo container on the estate grounds that they keep locked so nobody else can steal the weapons at night. The former elders of the community may ask armed PCs to assist them in "dethroning" the young men, offering to let them take their guns as a reward.

The community has 76 units of food. They have no shells and don't want any, but if the PCs are willing to donate 1 unit of food each, they will let them sleep for the night.

**23 CIVILIANS:** 3 have AKMs with 2 reloads each, 1 has a grenade.
Marauders

"Marauders" is a catch all term used to describe groups of armed men and women whose goal is simply plunder. Poland is filled with former soldiers and armed civilians who hope to exploit the collapse of civil order to enrich themselves and terrorise others. Some Marauders are motivated by greed, some by hunger for power, some by bizarre ideologies, and some are simply acting out post-traumatic stress disorder. Some Marauder bands operate as military units who no longer respond to command and control, while others are organised as religious cults, bandit gangs, tribal warriors or simply disorganised connections of soldiers. They may use handmade zipguns and pipe rifles, or they may be armed with heavy weapons, armoured vehicles and even artillery. There is very little that can be said collectively about Marauders except that they are a constant danger to everybody who survives in postwar Poland - the scourge of Marauders is just as formidable as that of radiation or starvation.

Marauder bands can be as small as three or four people, or as many as several hundred. Marauders spend a lot of time fighting one another, and the larger bands often have very fierce internal disputes that can only be resolved by violence. A charismatic leader can hold a Marauder group together, but even then they need to ensure that the group is sustained by a constant flow of plunder and conquest.

Individual Marauder bands have their own symbols and flags, but the Greek letter Chi is often used as a generic symbol for Marauders. Nobody is exactly sure where this practice came from, but it is probably because Chi is the first letter of the Greek word "Chaos".

Notable Marauder Bands include:

* Shepherd's Flock
* The Jagged Sword
* Company of the Goat
* The Black Baron
* The Ten Thousand
* The Warsaw Uprising
* Winged Hussars
* 9th Tank Division
SilesiaX18

### Valuables

Cooking Pot (+1 to SURVIVAL when Cooking, 20 shells), Children's Colouring Book (5 shells)

### Spent Shells

14

Located in woods to the southwest of Lubin is a concealed camp that is home to Sergeant Tom Koby and a Polish farmer named Henryk Janski. Koby's unit was wiped out during the retreat from Czestochowa and he has been hiding out in the forest since then, trying to make contact with other NATO units. Koby wants to return to the USA but feels unable to move on as he is afraid to cross open country. He is keeping Koby as a hostage/prisoner who he uses to communicate and do mundane tasks like preparing food etc. Koby has made several attempts to escape and is beaten harder each time. Koby will react with great joy to any NATO troops passing through the area, especially if they are Americans, but if they don't intend to return to the USA he will become disillusioned with them. If the PCs could escort him to Glogow or another NATO-occupied area he would be very grateful.

**Sergeant Koby:** Use Special Forces statistics. He carries an M4 Rifle with 4 Reloads, a Crossbow (used for hunting), 2 Frag Grenades and a Knife.
Spiking the Guns

The PCs are charged by Captain Anezka Loudova to disable the howitzer that the Soviets are using to defend the Fortress. The howitzer is a Soviet 122mm towed piece and is kept in a square in the centre of the fortress.

If the PCs want, Captain Loudova will give them four sticks of dynamite. The PCs can either try to sneak into the fortress or talk their way in.

Sneaking In: Presumably done at night. Requires three RECON checks, the first one opposed, to make it past the guards. Also requires a MOBILITY check to climb the fortress walls. This will get the PCs to the centre of the town. The artillery piece is attended at all times by two guards and a single bombardier. If the PCs can overcome them silently they can try to dispose of the howitzer at their leisure. If they make any noise, a five person patrol will arrive in D6 rounds, and they will keep arriving at this rate until the PCs are overwhelmed. If the PCs achieve stealth, the patrol will arrive in D6 stretches. It will take another three RECON checks to get out.

Talking In: The PCs will have to get in as per a normal Suspicious settlement. Once in, they will be under curfew, but will be able to access the square with only a single RECON check.

Once the PCs have destroyed the howitzer, Captain Loudova will give them a letter to General Korinek and send them to Horice with an escort of five soldiers and a Lieutenant to vouch for them. Once they reach Horice, General Koricec will speak with them, then send them on to Vrchlabi with a letter where they can claim 2,000 shells worth of military supplies from the depot there.
Tears of Themis

You are a rookie attorney with high hopes for the future who becomes entangled deeper and deeper into a great conspiracy throughout your investigations.
What seemed to be independent cases slowly begins to link together and form a larger picture.
The hand behind it all has no regards for social order and aims only to destroy all that is decent and good.

As the truth becomes more obscure and shrouded in mystery, the lines between good and evil blurs. With the world against you and the words of reason falling on deaf ears...
Will you still be determined to stand by your choices and beliefs?

### Evidence Collection - Search the scene and uncover the truth

Discover delicate evidence and items lying at the crime scene and reveal the truth.
Acquire testimonies from suspects. Analyze and compare their testimonies to contradicting clues found on them to uncover the key evidence.
Defeat your opponents in the court of law with logic and wits to deliver true justice!

### Exquisite Dynamic Illustrations - Learn everything about him

The exquisite Dynamic Illustrations brings cards to life, forever framing your treasured memory with him in vivid detail.
Once a personal story is unlocked, you will begin to receive video calls from your special someone! Indulge in his resonating voice and daily interactions!
Go on dates that will make you melt and experience heart-racing intimate moments.

### Precious Memories - Create cherished memories together

Every character has their unique story arcs that hide his most well-guarded secrets.
Venture deeper into his heart by completing these stories to learn the truth about him, creating memories that belong to just the two of you.

**Tears of Themis** (Chinese: 未定事件簿 *Wèidìng Shìjiàn Bù*) is an *otome* game developed by miHoYo, first released in China in 2020.

It has run a global Closed Beta test on May 8th, 2021.

Offical Website • Offical Twitter Account • Offical Facebook Fanpage • *Customer Service：totcs\_glb@mihoyo.com*
Zlotoryja

Notable before the war for being the oldest town in Poland, Zlotoryja escaped the violence of conflict relatively unscathed. A factory town before the war, its industry has almost entirely shut down although some handicraft stoneworking and shoemaking shops still exist. Three months ago the town welcomed a unit of Polish forces loyal to the Free Polish government in Rzeszow. Recently a group of American soldiers infiltrated the town and stole several vehicles and supplies of fuel and weapons, killing several people. Since then the town has closed its gates to all armed groups, even those that nominally show allegiance to NATO or Free Poland.
Dalewo

This small village has managed to preserve itself through the breakdown of civilisation of Poland and is still governed by its traditional *Soltys*. The village has recently suffered from an outbreak of Cholera. The villagers are prepared to pay double the price for antibiotics although they prefer to trade food, not shells. In addition, PCs who have MEDICAL AID at C or better and who are prepared to spend a shift here will be given 5 rations of food each. PCs need to make a MEDICAL AID check at +1 for every shift or be exposed to Cholera.
SilesiaL12

The town of Bobrowice was inhabited by 400 people until very recently. A couple of weeks ago a group of Marauders overran the town, killing all of its defenders and a large number of the population. They took several of the survivors captive, and the remainder fled into the surrounding forest. The town itself is partly burned down, but about three quarters of the buildings are intact, although they bear recent bullet marks.

Any scavenging in the hex that gets more than one success will reveal a cache of goods that the villagers hid while the Marauders were approaching. Behind a false wall in a basement are 40 gallons of ethanol fuel, a set of basic tools and 4 vehicle spare parts.
SilesiaT16

### Supplies

128 rations of wild food hidden in caches in the woods/the school basement, 4 slaughtered deer (8 units of domestic food each), 115 rations of water

### Valuables

Sleeping Pad (+1 SURVIVAL when sleeping on bare ground), CD (worth 1 shell), Movie Poster for Man of Iron (worth 3 shells)

### Spent Shells

325, split between the Marauders

What was once a local secondary school set on the edges of the forest has become the base of a small gang of Marauders. The Marauders usually raid the area west of the forest, but they recently came across a group of refugees and are holding them captive, forcing them to gather food in the woods.

Some of the Refugees were infected with Typhus, and 5 of the Marauders have also caught it. The Marauders are currently arguing over whether to kill the Refugees to prevent the disease spreading further, or keep them as slave labour. The Refugees will not flee if given the choice, since at least with the Marauders they are protected from other Marauders. The Marauders would pay for somebody who could provide medical treatment to their ill.

**22 MARAUDERS:** Armed with AKMs, Hunting Rifles and Shotguns, . 0-2 Reloads and 4D6 shells each.

**18 REFUGEES:** Unarmed.

They are not organised enough to store their loot centrally, each Marauder instead carrying his own share of spent shells. When accompanying Refugees into the woods to forage, they go in groups of two or three, but there always at least 15 at the school, although five are sick and another five will always be sleeping.
The Peacemakers

The PCs are asked by "Colonel" Galakhov of the Soviet 10th Guards Armoured Division to negotiate a ceasefire with the Czech troops besieging Jaromer. Galakhov does not plan to permanently occupy Czech territory, so he wants to convince the Czechs to stop attacking him and his men until they depart next spring.

Completing the quest will require several steps:

1. Traveling to Jaromer and getting a meeting with the Czech commander
2. Making a successful opposed PERSUASION check to convince Anezka Loudova to accept them as negotiators.
3. Travel to Hrodice. They will be given an escort of four Czech soldiers and one Czech officer.
4. In Hrodice, meet with Václav Kořínek and make a successful opposed PERSUASION check to convince him of the concept of making peace with the Soviets. The PCs will have to concede two of the four points below, otherwise there will be no deal regardless of how good their rolls are.
	* Accept a 100 person Czech garrison in Jaromer as a guard against reneging
	* Agree to transfer three IFVs to the Czechs
	* Agree on an absolute March 1st date of departure regardless of weather, supplies etc etc
	* Agree that Colonel Galakhov will come to Horice as a hostage. He will be allowed to stay in touch with his men.
5. Travel to Nachod to present the agreement to Galakhov. They will be given an escort of Czech soldiers as far as Horice.
6. Convince Galakhov to accept the deal. They must make a successful opposed PERSUASION check to convince him to make concessions.
7. Travel with Galakhov, one officer and ten soldiers to Jaromer to formally make the agreement.

If the PCs can achieve this the grateful Galakhov will offer them 5,000 shells worth of military equipment and supplies. The PCs will also be offered a place with Galakhov's men as they begin their journey east, but they will also be given a chance to remain in Czechoslovakia to assist the Czech forces as they reclaim their territory and try to rebuild their country.