recursal/Fanatic-Fandom huggingface dataset:
Slupice

A small town in on the south side of Mt Slesa, Slupice is home to 300 people. Most of the buildings are intact, although some are only standing due to partial repairs. The townsfolk mostly keep to themselves, relying on their settlement's small size and out of the way location to avoid attention from marauders. Its main line of defense is Jozefa Burka, a former Polish militia officer with extensive sniper trained. Jozefa spends most of her time perched in an abandoned church spire surveying the surrounding area for hostiles. The villagers are aware of her and will summon her assistance if there is any threat. Use a Polish Special Forces template for Jozefa's statistics, although she is armed only with a hunting rifle with 2 reloads.
SilesiaP20

A large farmhouse is an outpost for a small squad of Marauders. They are five in number but quite heavily armed and will attack passing travelers unless they clearly outnumber them. The Marauders have scattered broken glass across the surrounding road, hiding it amidst weeds and innocuous rubbish such as tin cans. PCs who fail a RECON check to spot this encounter will drive over it, doing 1 damage to the wheels of their vehicle (don't roll for location). Either way the Marauders will open fire from the house.

**5 MARAUDERS:** Armed with AKMs,1 reload and 1 frag grenade each. One has an RPG-7V with two missiles and another has a PKM with 1 ammo belt.
The 16th Mechanised Battalion

### Rewards

2,000 shells or equivalent in weapons and goods, half as much if the siege has been lifted

The 16th Mechanised Battalion is a loyal battalion associated with the 16th Mechanised Division, posted to defend the city of Boleslawiec in western Poland. The battalion was sent on a long range reconnaissance-in-force mission to the north-east to clear out Marauder forces between Boleslawiec and Lodz, but the unit discovered a well preserved farm and decided to bivouac there over the winter. They are unaware of the siege. The Colonel in command of Boleslawiec could use the unit's forces as well as the supplies they have accumulated, and will offer 2000 shells or equivalent in goods to anybody who can bring the unit back.

The unit is located at SilesiaP22, but it will require a PERSUASION check, opposed by their commanding officer, to get them to agree to return to Boleslawiec - they are comfortable and are suspicious that this is some kind of ruse. The PERSUASION check will be at -1 if it comes from somebody affiliated with a group that would normally be considered hostile to the Polish People's Republic (eg. Free Poland or NATO).
SilesiaS21

A small road bridge crosses the Barycz river. This bridge was wired to detonate by Polish forces, but the remote detonator failed to trigger. The explosives that were attached to the base of the bridge are still there and are prone to detonating if a vehicle drives over them or if they are tampered with.

A successful RECON roll at -1 will spot the explosives under the bridge. If a vehicle larger than a motorcycle drives across, the explosives will detonate, with a blast power of B.

If PCs try to remove the plastic explosives, they will need to make a MOBILITY check to climb around the bottom of the bridge, and then a TECH check at -1 to successfully disarm. The charge contains one encumbrance units worth of plastic explosives.
Bellator (Espécie)

Uma raça humanoide que se desenvolveu no planeta de *Bellator*, no sistema Bellator. A raça é conhecida pela sua cultura armamentista que valoriza os guerreiros. Os *Bellator* dominaram totalmente o seu sistema, colonizando e dominando outros planetas do seu sistema estelar. Diferentemente de outras facções, os *Bellator* usam naves menores e de infiltração, os ataques e desembarques são feitos em massa para desestabilizar as defesas inimigas.
Twilight1987gms Wiki

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Urszula Kalisz

Urszula Kalisz is a fictional identity created as a long-term cover for Bernadetta Krohl, a German BND agent who has been operating in Olawa under deep cover since the late 70s. Bernadetta was the daughter of a car mechanic who worked as a police officer in Köln, but she transferred to the BND in her mid 70s. She was promoted to a field officer in 1982 and stationed in Olawa under deep cover to maintain a small network in the town that occupied itself with gathering information on Soviet and Polish forces in the area. She was able to master fluent Polish after a one-year intensive language course in southern Germany, and since then she has passed unnoticed as the owner of a local mechanic's shop in downtown Olawa. In the past she would travel to Warsaw and even to Germany to receive information under the guise of making business trips, but since 1985 she has been cut off from the BND command and, although she still considers herself a loyal German, she is now working alone.

Urszula is effectively the secret ruler of the town. She has revealed her identity to a select few people, including some of the German soldiers who form part of the town's mercenary force (two of them live in her home and effectively function as bodyguards) and to the small number of survivors of her network, including the Mayor and one of the town's other councillors. Urszula is considered an important and influential member of the community so nobody is surprised by her frequent private meetings with the Mayor.

Urszula is a very prideful woman and has found she enjoys being a "power behind the throne" as well as fooling large numbers of people into thinking she is something she is not. She is, however, motivated first and foremost by duty to the German state - her long term goal is to somehow integrate Olawa into an expanded Germany, although she knows this is will take a lot of work. She is loyal to Germany first and foremost, and not especially friendly towards other NATO nationalities.
Nachod

A medium-sized Czech town that was, before the war, a rather sleepy backwater, Nachod managed to escape the worst of the war, and only lost about half of its population due to food shortages and disease. In 1986 the city was occupied by forces belonging to the former Soviet 10th Guards Tank division, a much-reduced but still formidable unit that had stopped responding to orders from Moscow. The Soviets managed to take the town without any conflict by convincing local authorities that they were still a loyal unit, and by the time this ruse was abandoned they had already effectively occupied the city. The inhabitants are allowed to keep a small, lightly-armed militia. Over the summer of 1986 the Soviets occupied several surrounding towns including Jaromer and the Polish town of Kudowa-Zroj. The Soviet's ultimate goal is to return home, but they face a long trek across central Poland and do not intend to leave their cantonment before the winter is over - right now, they plan to amass as many supplies as they can.

The townspeople have a lightly armed militia but most of the town's defense forces are made up of a force of Soviet soldiers, veterans of the 10th Guards Armoured Division. The divisions forces include four T-72 tanks, four BMP-1s and six UAV-1 trucks with mounted heavy machineguns. The Soviets have made Nachod Castle their main headquarters, but they have stationed squads all around the perimeter of town and at crucial points inside the town. The populace go about their day-to-day life under Soviet guns, and the garrison are always alert for an uprising.

In an effort to convince the population that the division's control of the town is not too onerous, Galakhov has decided to allow a public celebration of Czech independence day on October 28, including distribution of food and alcohol from the Soviet's stores. Some of the townspeople are planning to boycott the celebration in a form of passive protest. There is also talk of some kind of attack or demonstration against the Soviets, as word of the siege of Jaromer has reached the people of the town and many of them home to be liberated by their countrymen.

NOTE: Given that Jaromer, Nachod and Kudowa-Zroj are all controlled by the 10th Guards Armoured, any attempt to change their attitude will affect all three towns simultaneously. This means that gifts will take into account the population of all three towns together.

QUESTS: If the PCs can convince "Colonel" Galakhov they are trustworthy, and it is on or before October 28, he will ask them to persuade the town's leaders to call on people to attend the celebration.
A Farewell to Arms

The PCs are asked to dispose of chemical weapons. They will only be offered this quest if they have earned the trust of the ruler of Klodzko, Lieutenant Biale, by getting to Friendly status with the town.

Disposing of the gas can be done three possible ways

* Incineration. An A strength explosive will incinerate the gas.
* Burying it or dumping it into a deep body of water. The nearest is the artificial Lake Paczkowski to the east, near the abandoned town of Paczkow. The PCs will have to get into centre of the lake, which will require a boat. Some ruined boats near the lake can be salvaged but they will require a TECH roll to make them watertight.
* Neutralising the mustard agent with boiling water. It takes a TECH roll and a shift to drain the shell, and 2 units of water rations per shell (pure water is needed). A mishap means accidental exposure to the gas.

Biale will assign Corporal Irena Warda to the PCs to make sure they carry out the task. Biale will insist that destruction or draining of the shells must take place at least 30km (three hexes) away from Klodzko - he doesn't want anybody connecting the shells to the town.

If the PCs do the job as requested, Biale will pay them 1000 shells worth of equipment from the town's armory.
SilesiaU21

The small village of Jemielno sits on a country road leading south from Gora. A Soviet convoy was passing through the town in late 1985 when it was located by NATO reconnaissance forces and struck by a tactical nuclear device. The village was mostly swallowed by a crater. The remains of the town burned down. Most of the convoy was destroyed, but four vehicles can still be salvaged. However the lingering radiation is still present - every shift the PCs spend in the town, they gain a rad.
Szklarska Poręba

A ski town favoured by international Soviet bloc elites during the prewar era, Szklarska Poreba was of little military importance and as such was bypassed by both NATO and Soviet forces, although cold and starvation have taken their toll on the population. Before the war the townspeople were mostly middle class shopkeepers and holiday entertainers, although they have taken in some refugees since then. They are lightly armed and are concerned about falling prey to Marauders or other armed groups.
Sra. Honekawa

Se la puede ver a menudo llevando joyería cara, le gusta darle distintas cosas a Suneo. Suele escuchar los deseos de Suneo, aunque a veces le regaña por no sacar buenas notas en los exámenes. Es una ama de casa rica, lleva caros vestidos y joyas. Ella compra videojuegos, robots de juguete, coches teledirigidos para Suneo. También le gusta comprarse vestidos caros y joyas. Es un creída y presumida como la mayoría de los miembros de la familia Honekawa, con la excepción de Sunetsugu Honekawa.

## **Personalidad**

Tiene tendencia de mostrar sus vestidos caros, accesorios y sus dotes culinarias a otras amas de casa, como cuando Suneo presume sus obsequios a sus amigos.

Muchas veces está con Tamako Nobi, normalmente presume sus vestidos y joyas, a veces son amigas y otras enemigas e incluso pelean para ver quien tiene mejores dotes culinarias.

## **Apariencia**

La Sra. Honekawa tiene un aspecto bastante arrogante con una cara muy parecida a la de un zorro y se enorgullece de su cuerpo delgado.

## **Una única cosa curiosa**

* Ella usa anteojos en el anime de 1979, pero en el anime de 1973 y el anime de 2005, no los usa.
SilesiaJJ20

The Owl Mountains rise up above the ruined town of Nowa Ruda, which was obliterated by NATO air strikes in order to destroy its coal mining industry. The Czech-Polish border runs along the hillside above the town but nothing is left of it except rusted border fences and empty watchtowers.

Hidden beneath one of the watch towers is an old bunker. It is well concealed and can only be found with three successes on a Scrounging roll on this location. It is marked with a red bunny graffiti, weathered by months of neglect but still visible. Otherwise, PCs need the map that leads to its location, that can only be provided by the old border guard Maryna Santor in Lublin.

The door of the bunker is locked, and needs a TECH roll at -2 to crack open. Alternatively it can be blown open with a half encumbrance unit of plastic explosive. The inside of the bunker has an East German SR-70 mine pointing towards the door. This will blast a cone 2 hexes from the front of the bunker with shrapnel, functioning as a strength A explosive.

The inside of the bunker contains

* 500 gallons of gasoline
* 250 reloads for AKM assault rifles
* 10 AKM assault rifles
* 3 RPG-7V missile launchers
* 30 RPG-7V missiles
* 30 fragmentation grenades
* 30 anti-tank grenades
* 20 bars of gold stamped with the Polish communist coat of arms. Each weighs one encumbrance unit and is worth 500 shells if brought to Krakow, or 250 shells if brought to a town with a Busy economy.
* 500 field rations
* 500 water rations
* 10 units of antibiotics
* 10 personal medkits
Trutnow

Before the war Trutnow was a medium-sized town known for its textile industry. The town was hit hard by NATO air strikes and suffered from civil disorder and fighting between various Marauder bands over the course of 1985 and early 1986. Eventually a medum-sized Marauder band took over the town, its leader setting himself up as a petty warlord. Although the civilians resisted at first, and several local leaders were killed, they have stopped resisting for now. Most of the locals would like to see the town occupied by the Czech army, but General Korinek has not moved against Trutnow since he believes the Soviet 10th Guards Armoured are the larger threat. He is occupied with hunting through the surrounding countryside for any farmers, who he forces to relocate to the city to work in his workshops and farms. The town has a workshop where locals make firearms, and is in the process of making an industrial still.

**100 MARAUDERS:** Armed with AKMs and AK74s, 0-2 reloads each. They have 3 RPK LMGs with 10 ammo belts and a single T-61 tank salvaged from a battlefield.

The town does some small scale commerce, and it is quite welcoming to travelers, even armed ones - the warlord is confident enough of his control of the town that he doesn't feel threatened by small groups of soldiers.
SilesiaZ26

Olesnica was a medium sized town on the highway between Wroclaw and Lodz. Although not destroyed by the nuclear strike that obliterated Wroclaw, Olesnica was abandoned by its inhabitants due to fear of the fallout from the Wroclaw strike and several outbreaks of civil disorder which lead to an almost total breakdown of infrastructure. Olesnica castle still stands but its walls have been graffitied with anti-communist slogans.

The town is occupied by a small gang of Marauders who waylay passing travelers.

**5 MARAUDERS:** Armed with M16s. 1 reload each. 2 have anti-tank grenades.
Gubin

Gubin/Guben was a single town divided by the Oder river until the east bank was annexed by Poland after World War II. The town was one of the very first to be occupied by NATO troops during the NATO invasion of Poland. The town lost large numbers of its citizens due to starvation and illness, as NATO soldiers were very aggressive about confiscating food and medicine. A West German company was left to secure the bridge across the Oder, but a year ago the locals drove out the West Germans and took their weapons. The two towns are now unified, but they have relocated to the eastern bank of the Oder largely for security reasons. The Polish town is completely deserted, while the German town is three-quarters inhabited, with the inhabited buildings clustered around the bridge. The bridge is always heavily defended. The town has a full time defense force who are quite heavily armed, with a Marder IFV parked in the middle of the bridge and three PZF3s. Most of the adult townspeople are able to fight if necessary. The town uses German as its day-to-day language (many of the Polish inhabitants of Gubin spoke German), but Polish is used for trading purposes.

Despite its heavy defenses, the town is welcoming to travelers, largely because the townspeople make a living by trading. Marauders generally leave Gubin alone, but they are known to linger near it in the hope of attacking a merchant convoy.

The town is officially governed by a city council that uses German as its governing language. The council has eight members, four representing each of the old towns. Despite this facade of democracy, the town is really governed by its three wealthiest traders, Olga Kowalski, Matias Dubowca and Joakim Fessling, who directly pay the town defense force their wages. Some of the townspeople are unhappy about this improvised oligarchy, but the dissatisfaction has not gone far beyond grumbling.
Sha Wujing

**Sha Wujing** is one of the three disciples of Tang Sanzang along with Zhu Bajie & Sun Wukong.

## Appearance

Wujing was a large man with long black hair and a scar on his forehead. Wearing a robe with large pearly beads around his neck and a big backpack.

## Trivia

* Sha Wujing is based on the character of the same name in the famous Chinese novel *Journey To The West*
SilesiaDD16

A large group of American deserters, the last remnants of the **2nd Battalion of the 60th Infantry Regiment**. The troops have camped out in the hillsides north of the deserted town of Jelenia Goria. They are survivors of the battle of Czestochowa who stopped responding to orders during the disastrous retreat. There are 80 soldiers and 40 camp followers holed up on a makeshift hillside camp. They are increasingly short on fuel and supplies and are looking for a secure location to rest and resupply. They sent out scouts a week or so ago to the east and west but neither group got through (both were taken out by Marauders). They are on half rations and morale is very low - half of the soldiers and all the civilians are starving, and an outbreak of pneumonia has taken out ten civilians and five soldiers.

When encountering PCs their first instinct will be to force them to turn over their supplies, especially if they have fuel or antibiotics. Although they are no longer formally part of the US Army they still keep to their Regimental traditions, including the "Scouts Out!" battle cry. However, if PCs comply with their demands for food and fuel they will not be hostile and may ask the PCs for help to bring them somewhere safe. Even with their reduced supply and medical situation they represent a formidable force that could turn the tables in any one of the nearby conflicts. They are deserters and are thus not especially loyal to the existing NATO command structure, but if this would lead to their being given a safe haven they would change their stance quickly.

**80 AMERICAN SOLDIERS:** Armed with M16s, 1-2 reloads each. 1 in 3 has a frag grenade. Half are starving. One is Amy Palmer
Sprinnell

Otherwise known as **Water Sprinnells**. A Water Sprinnell is made fully of water and has big, floppy ears that are also made of water, they also have flowy sea blue hair that always flows behind them, as well as a sea blue tail that they use to swim across seas, rivers, and oceans, they also have light blue feather like scales scattered across their body. A Water Sprinnell has a diet of seaweed and occasionally grass, nothing else.

## Abilities

A Water Sprinnells' behavior is rarely bad and is mostly always good, well unless you disturb their habitat, if you do that then they'll attack by heating up their water to burning degrees and blasting it at you until you back off. A Water Sprinnell will just swim around it's waters or float around surrounding forestry until they feel threatened. A Water Sprinnell's strength is at least a 6/10 due to the effectiveness of their powers / abilities.

## Origins

The first ever Water Sprinnell was found in a deep cave in the middle of the ocean, of course filled with water, this water was freezing cold though so this really could be called an Ice Sprinnell, anyways some scuba divers even say that the water was almost frozen, not quite though. The First Ice / Water Sprinnell saw many people and creatures in her time but she never bothered them since they never bothered her waters, she only allowed them to swim and scuba dive to explore there. Her name was Oceania.

***Created by @! 𝐓𝐚𝐘 𝐭𝐀𝐲***
Elders

The Elders refer to the highest beings on Tealon and the universe. Elders can be divided into two generations, those being Primary Elders and Secondary Elders.

## Primary Elders

The Primary Elders were the firstborn of gods who have not descended from two individuals nor a family but were singularly created by the Eldest. These primary elders are noted to be the most powerful of Elders.

The Primary Elders assisted the Eldest in creating Tealon, each having responsibility over the creation of the world. They held a multitude of responsibility among themselves, and possessed no specialty in a certain subject, but rather held power over a large variety of things. These Primary Elders created the secondary elders, which had responsibility over individual things, such as Darkness, Light & Nature. This is where the title of "Elder of" comes into place.

The Deemed Gol' Dorass was known to be one of the first Primary Elders.

## Secondary Elders

Secondary Elders are the most commonly referred to Elders. These Elders assisted the Eldest to create individual aspects of life and function on Tealon, and as such, each Elder held their own title to what they had created.

### Known Elder Titles

***Note**: This list may be expanded over time and is subject to change.*

* Elder of Life
* Elder of Light
* Elder of Darkness
* Elder of Death
* Elder of War
* Elder of Magic
God Game Webnovel

## God Game

**God Game** is a webnovel written by Brandon Chen and published by the online novel and comic publisher Voyce.Me.
The cover is illustrated by Umair Ali.
It has a Webcomic adaptation, also published by Voyce.Me.

## Plot

*Main Article: Story Arcs*
Reiyan Asura, if that is his real name, awakens in a void, bound by chains. He doesn't remember who he is or how he arrived in this world of white. Little does he know, he's been entered with millions of others in a twisted game where only the strongest prevail. Reiyan is anything but strong, but does he have a buried secret that can help him survive?

Welcome to the God Game. Prove your worth or die entertaining Him.

## Author

*Main Article: Brandon Chen*
Brandon Chen is an North American novel and comic writer and the author for God Game.

He started serializing the God Game web novel in April 2021 on the platform Voyce.Me. The webcomic started serializing 11 days later.

Brandon's online profile picture based on God
## Chapters

List of all the chapters of the web novel.
Lily

**Lily** was Aera Park's teammate in round two but was killed by Toros.

## Appearance

She was the same height as Aera. Lily had long brown hair in a high ponytail and green eyes.

## Personality

Despite having to live through the God Game Lily was still very optimistic and pure in nature.

## History

### Round Two

In round two Lily was teamed up with Aera Park against Toros and his teammate. While they managed to defeat Toros' teammate, Lily got caught by Toros and he crushed her head while she begged Aera to save her.
Tales & Writings

Dedicated to the Tales & Writings of around Tealon.

## Found in Hearthwood

“This wretched plague is destroying the natural environment and peace of this place. I could stand it for a while, but then I came to realize that no known magic can cure this plague. Not even mine. As such, I shall take my leave and move elsewhere, perhaps settle somewhere more… peaceful. When this plague ends, I shall come back here, Until then, I shall take my leave.”

*Also, If anyone is reading this, get out of my house. This is still my property and you are TRESPASSING!*

*- Unknown*
Shepherd's Flock

The Shepherd's Flock are an extremely eclectic group of Marauders. While most Marauders have little ideology beyond predatory nihilism, the Flock claim allegiance to a bizarre form of millenial christianity. According to their leader, a crazed religious preacher named Adelbert, the bible teaches that all things are of God and thus there is no sin, so murder, kidnapping and plundering are all equally as holy as charity and servitude. This insane ideology would usually appeal only to the socially marginalised and insane, but there are plenty of people who fall into these categories in post-war Poland. Not all of the members of the Flock genuinely buy into this ideology. Some are more traditional Marauders who seek only plunder and violence and join with the Flock in order to be part of a larger force, while others are frightened of the Flock and believe submitting to them is a less dangerous option than flight or fighting. But continuing service with the Flock is so traumatising, even for those who are performing the violence, that many who sign up for pragmatic reasons end up "converting" to the Flock's esoteric beliefs. Despite its devotion and focus on religionm The Flock lacks any organised theology, so violent disputes about doctrine are not uncommon. Although most members of The Flock are Polish, some members of NATO and Warsaw Pact armies have also joined the group.

The Flock does not have a permanent base - it moves around in the area north of the ruins of Wroclaw, usually split into three to four large groups of 100-150 Marauders with assorted civilian hangers on, and smaller squads of 5-15 Marauders in wider ranging patrols. As winter approaches, Adelbert has promised that he will bring The Flock to a promised land where they will be sheltered from the vicissitudes of the upcoming season. Adelbert has no clear vision, and is hoping that luck or divine grace will provide.

The symbol of the Shepherd's Flock is three crosses in a row. It is often daubed across their vehicles or left as graffiti on walls of settlements they have visited, but in some cases they will erect three crucifixes, often with the corpses of their victims on them.

The Shepherd's Flock always offers its victims a chance to convert, but to do so they must kill one in ten of their own members. Many take this option, and the trauma of being forced to kill is often the first step in succumbing to the collective psychosis that constitutes the Flock's ideology.
Gurag Morbash

Gurag Morbash was a ruler of Drafera (formerly Wulfgard). He was orcish and was considered by many, a strong and respective ruler. Gurag grew up in a large castle with his mother, father, and brother. They made friends with the town guard, but the other kids never liked them. Something about their parents didn't trust the king, or his offspring. He didn't know why at the moment but as he grew older he realized his father was a tyrant. Because of this everybody in the kingdom hated their whole family. The father was often found drunken and abusive. Anybody who questioned what he had to say was killed. That was until one night an assassin snuck into the castle and poisoned the king's food. The king survived and the chef was sent to the chopping block. There were several other attempts to murder the horrible king, and almost all of them failed. One fateful day the king was giving a speech at the front of the castle, when there was an attack. A catapult stone beheaded the king and everyone was happy for years to come. Everyone celebrated, including the queen and her two sons. As they grew the brother became power-hungry and poisoned his mother as she was asleep. She fell ill and called for Gurag to be crowned king of Wulfgard. His mother knew who had tried to kill her, so the brother was arrested and executed for murder of royalty. As the years passed by, Drafera declined and he knew there had to be some changes. He began to establish trade with other cities, and increase the living quality for the citizens of Wulfgard. He made Wulfgard prosperous once again, and became respected among many nations.

*Character made by G E R A L T N E S S*
SilesiaBB24

The city of Wroclaw was a major centre of heavy industry and as such was destroyed by an American nuclear strike during the first months of the war. The ruins are still lightly radioactive - characters accumulate 1 rad per shift spent here. Fear of radiation has kept all but a handful of unusually desperate scavengers away from the city. The bridges crossing the Oder have collapsed into the river and do not offer a way across.
Nowa Sol

An industrial and administrative centre on the banks of the Oder, Nowa Sol suffered heavy casualties but was repopulated by refugees fleeing abandoned and destroyed towns in the area. The town has managed to avoid military occupation by military forces and is governed by its popular council. The town has an unusually large but lightly armed militia who are kept busy fighting off the various Marauders who inhabit the area to the north and west. They even maintain a pair of armed fishing boats to patrol the river outside the town. The townspeople are very suspicious of traveling armed groups and will turn them away unless persuaded otherwise.

Recently the townspeople discovered some unexploded artillery shells, left over from an American bombardment of the town's riverport in early 1985. They have twelve 90mm HE shells and five 125mm HE shells, available at half price, but they will insist that sellers leave the town and do not return - they are wary about selling to Marauders.

A group of 600 refugees are camped near the outskirts of the city. The city's guards have driven them away but they are too frightened of nearby Marauders to leave. They may reach out to the PCs for assistance.
Emperor Jinn Kuyimo

Jinn Kuyimo, otherwise known as Emperor Jinn or, Emperor of The Oracle, is the current ruler and leader of the Oraclese Empire.

## Background

Jinn Kuyimo originally served the Oracle as the General & Advisor to Emperor Tao Tamino. Jinn was a renowned warrior within the Oracle and had superb combat experience. He was among the best swordsmen the Oracle had at the time. Jinn would assume control over the Oracle whenever Emperor Tao was not present, acting as a temporary ruler. He came into power at the age of 38, when he took his place on the throne after the death of Emperor Tao Tomino. This was due to the fact that the previous emperor had no heirs to take the throne. It was a suitable decision, as Jinn Kuyimo served as the general & advisor of the Oracle leading up to Tao's death. Because of this, Jinn Kuyimo already had experience with ruling, as well as combat and war.

Jinn Kuyimo brought the Oracle's previously heavy militarization into a peaceful, production-focused empire. He valued alliances, trade and production first, moving Oracle towards a diplomacy, production-focused superpower. He contributed towards the formation of the LEO alliance, and worked heavily with Larin and Evisos to secure strong bonds. His rule brought peace and prosperity for the Oracle, and was highly praised by its citizens.
Jaromer

A small town at the confluence of three rivers, Jaromer was an important town to the Austro-Hungarian Empire, who build the massive baroque Josefov Fortress among the town's water meadows. Like many other towns in the area, Jaromer escaped the worst of the war, but was occupied in early 1986 when the 10th Guards Armoured division of the Soviet Army moved into the region. The city authorities originally believed the Soviets were part of a Warsaw Pact command structure, and when they realised that the division had gone rogue, it was too late to resist them. The town is governed by a Lieutenant who answers to "Colonel" Galakhov in Nachod.

**The Siege of Jaromer:** The town is currently under siege by 400 Czech soldiers based at Horice. The Soviets have a 122mm artillery piece but are currently short on shells, with only three left, which the Lieutenant in command is retaining in case of a Czech assault. The Czechs have brought three BMP-1s which they use as mobile command posts. The Soviets have moved the townspeople into the Josefov fortress and tried to clear the trees around the bastions, although they have not fully done so and it is still possible to get close to the walls after dark.

Given the siege, both sides will treat approaching travelers as Suspicious.

NOTE: Given that Jaromer, Nachod and Kudowa-Zroj are all controlled by the 10th Guards Armoured, any attempt to change their attitude will affect all three towns simultaneously. This means that gifts will take into account the population of all three towns together.

Similarly, given that the Czech forces are part of the group that controls Horice, Jicin and Vrchlabi, any attempt to change their attitude will affect all three towns simultaneously. This means that gifts will take into account the population of all three towns together.

If the PCs gain the trust of the garrison, they will be asked to assist in calling in an artillery strike on the Czech supply dump.

If the PCs gain the trust of the besiegers, they will be asked to destroy the howitzer.
Gateway

The Gateway was a veil between Tealon and the outside void. Only the Elders could access the Gateway which has been opened only once in the history of Tealon during the One Betrayer's conquest. This occured when the Elders focused all their power to open the Gateway and abolish the One Betrayer into it which sacrificed them and allowed Tealon to solely function on its own.

## The "Outside" / The Void

The "Outside", or commonly just known as the void, is a realm of nothing as the name suggests. This realm is believed to be located underneath Eldran, and it is impossible to access it without assistance from an elder. It's sole purpose was to seal the Deemed Gol' Dorass away from Tealon, and in doing so, the void nullified all of the One Betrayer's powers, rendering it helpless. The void can only be described as a plain of endless space or darkness, and while it nullifies all of one's power, it does not kill inhabitants. This essentially results in those who become trapped in the void being in a cycle of endless torture, having nothing to do, see, hear, or interact with. They are deafened of all senses.
The Underneath

The Underneath was a large realm created to host all personal territories and residences of the Elders. It additionally served as the place where all Elders would converge to host meetings and gatherings, as well as hide from the public view of the surface. It was later converted into a realm for the dead after the Gol' Dorass war. This was due to the significant damage the Underneath had suffered during the war, as well as the fact that the Elders would no longer need a place to stay on Tealon because of their leave. One elder was left behind to serve as the ferryman and ruler of this new realm, whom of which served as a servant and ally of the Gol' Dorass, but later realized his wrong doings. That elder was known as The Elder of Woe, or later the Ferryman of Death.

## Appearance

The Underneath was originally described as a vast, open sky with a vast array of large, floating islands scattered about. These islands would serve as the personal territories and residences of the Elders. After the Gol' Dorass war, the islands had collapsed and fallen to the bottom of the Underneath, so far below that light could barely reach. These fallen islands would now serve as the floor of the Underneath. What once was beautiful islands, were now a decayed, rotting wasteland. The color from the greenery that once inhabited the islands faded, and all that remained was a greyish landscape. At the centre of the Underneath stood a colossal volcanic mountain that reached further than the eye could see, only being engulfed by darkness before anyone could see the top. A river of green lava flowed around the mountain until it reached the bottom, where the recent souls of the dead would have arrive. It would be accompanied by the dark, greenish sky covered by a tinge of fog. Around it remained an endless town of collapsed and broken down buildings consisting of rough cobblestone paths, crude huts and torches. Many torches.

The Underneath however, was not all gloomy and dark. It was split into two sections. One of which was light, and the other was darkness. Among the dark inhabited people who committed horrible crimes in their lifetimes. Those who were fortunate would arrive in the light. A higher, elevated ground from above the dark region. A ground in which the dark could not see. The inhabitants were able to view the torment of those who were not fortunate enough to make it up, and the harsh landscape of their below. There, in the light, the landscape would be the only place untouched by the dark. A beautiful, white city with green grass, blue water and blue skies. Unlike the abominations which inhabited the dark, the light were treated to an assortment of docile creatures.
The Head

"Cherish the ones close to you while they last." - The Head

A painting of The Head.

The leader & founder of the Headhunter's Association, only formally known as "The Head," is a figure who is rarely seen by anyone. If on occasion his presence is spotted, he will always be wearing a white mask and followed by a few of his loyal Headhunters. He is known to be a skilled duelist and a master assassin, capable of killing anyone with almost any method. Not many people know about his past, as people only noticed him after he founded the Headhunter's Association. Rumors have it that he has never lost a duel, and in the end, his opponents always end up paying the price for challenging him and wasting his time. A good tale people tell at the Association is that on one occasion, a member of the public came into the Association and asked to hire a Headhunter to kill The Head. Every Headhunter declined, one stating: "No money can buy me to even attempt to kill him. If i try, I die. If I fail, I die. No fool would accept your contract. Maybe you can have some luck with beginner mercenaries." Afterwards, The Head came into view, asking the member if he would like to challenge him himself. Obviously, the member declined and left the building. He was never seen again. It is unknown whether or not this actually happened, but is a sort of joke story the mercenaries at the Association tell to their colleagues.

The Head is known to be a cold and quiet individual who prefers to spend time in solitude. He doesn't talk often, and when he does, he speaks the bare minimum required. He can come off as someone who has little to no emotion, but this was not always the case. It is believed the Head originally had a wife, whom of which was killed during a resentful attack on him. It is said that the assassins entered his home and ambushed the Head in his sleep. He fended them off, and in an attempt to protect his wife and lead her to safety, she was killed. Since then, the Head no longer has any close relationships with anyone, nor does he have much contact with anyone. He spends his time in a solitary manor, located somewhere in the Hilbery Woods, and is accompanied only by house-keepers and guards (the Head's Guards).
The Dreaded Sea

The Dreaded Sea is a common nickname used for the vast ocean that surrounds the continent in which the Western Kingdoms reside on.

## Description

The "Dreaded" Sea is named after its record of claiming all ships who ventured too far from the shore. Currently, all vessels that departed from the Western Kingdoms have never made it back, and those that have recall harsh conditions at sea, with extreme thunderstorms and strange mists that cloud the judgement and minds of sailors. Some even recall colossal shadows engulfing their vessels before destruction, with sailors in the water being dragged under by some unknown force. As such, the Western Kingdoms have collectively agreed not to send anymore ships to investigate the rest of the world, noting that it is far too dangerous to do so.

## History

Lifeforms have been attempting to traverse the Dreaded Sea since the end of the Creation Age. It is unknown if any have ever succeeded, as those who cross too far from the shore never come back. Notable expeditions have been carried out to attempt to investigate the outside world, with each Kingdom organising numerous fleets to venture out. Some have attempted sending mages on these vessels, including Larin, in an attempt to combat the forces at sea, but all attempts have failed.

There are various superstitions and beliefs surrounding the exterior world and the ocean. Some state that the continent on which the Western Kingdoms reside is the only place where land exists, while others theorize that there may in fact be other landmasses and life beyond the Dreaded Sea.

## Conditions

There have been many issues associated with the exploration to the wider world. Sailors who have survived the destruction of their vessels recount thick fog and mists that seem to drive sailors into madness and delusion, alongside a wide variety of other effects such as nausea, hallucinations and fatigue. They have also noted of a drastic change in atmosphere when venturing too far out from the shore, in which vessels quickly come across a raging thunderstorm that hosts whirlpools and even hail. Magic wielders that have made it back to shore conclude that there may be some sort of invisible force that restricts their use of mana, as they were unable to utilise their magic when out at sea.
Province of Lirune

The Province of Lirune is an Elvish established village in the Oracle, situated within Evalorn. It is inhabited by a race of Elves currently referred to as the **Lirunar**, depicted as a tall and slim race of Elves. The Lirunar fled to the Western Kingdoms during the Thriving Age and they have since bonded close ties with the Oracle and other Western Kingdom officials that have allowed the Lirunar to settle peacefully in due terms. The Empire of Red Dawn fueled the migrations of the Lirunar from the east as the Red Dawn military pursued them for months on end. The Elvish population dwindled over the past few years during this time, effectively having almost vanished entirely but clung.

## Territory & Capital

The whole of Evalorn is considered to be Lirune's territory, and regular elvish patrols are on hand to stop any trespassers who have malicious intent. If someone enters Evalorn, chances are they will be spotted by a group of elves, but unless they have a kingdom's flag or any sort of faction insignia, they will not be disturbed. This is because the elves distrust other kingdoms (apart from the Oracle) and factions, and rather not have their affairs taken into Lirune's territory.

Their capital "city" is situated in a large, ancient tree that dates back to the earliest times of Tealon. This tree is massive, having a labyrinth of tunnels, branches and levels that the society thrives in. It essentially embodies everything you would expect in a city, within the tree.

## Structure

The ruler of Lirune is known as the Elven King or Queen. They are the sole ruler and are only accompanied by some advisors.
SilesiaR12

The town of Zary, previously home to nearly 35,000 people, has been thoroughly depopulated after its civilians fled from NATO occupation, Soviet counterattacks and the breakdown of local food supplies. A few months ago half of the surviving town burnt down as the result of a fire caused by the explosion of a West German leopard tank destroyed by a Marauder ambush. The town's main Catholic church, the Sacred Heart of Jesus Church, miraculously survived the destruction, although it is still caked with soot.

This minor miracle attracted a group of former police officers, previously stationed in the town, who had been camping in the nearby woods. Seeing the church preserved in the face of disasters, they decided to take it as a sign of hope to set up a home in the building. They have reinforced the Church's doors with barricades and turned it into a safe haven and aid station for local refugees. There were five officers, but a recent bout of sexual jealousy lead to one murdering another - the murderer fled, while his victim has recently been buried in the graveyard. The remainder are shaken but determined to continue their work. They will provide food, water and medical aid to anybody who is not armed, but traveling soldiers are turned away. So far they have avoided falling prey to any Marauders or military units in the area, but they may not last long.

**3 POLICE OFFICERS:** Use Polish soldier stats. They are armed with PM pistols, one has a semi-automatic shotgun as well. Each weapon has 1 reload.

The church has two doors - one small side door that leads into the rectory is used by the police. The other two, including the maintenance door and the main public doors, are marked with "DANGER KEEP OUT" in Russian and Polish, and are trapped with shotgun-traps. A PERCEPTION check will detect the tripwires and a TECH check will remove them. Otherwise anybody entering the door is targeted by a point blank shotgun blast with 2D8 as the attack roll.

If used as a base the Church has an *Infirmary* and a *Root Cellar*.
Shinobi

The Shinobi is a specialized division of Assassins and Spies in the Oracle.
## Description

The Shinobi are a highly disciplined rank within the Oracle, designed to carry out assassinations, information gathering and missions undetected. They specialize in stealth and discretion, utilising a combination of magic and skill to carry out their assigned missions. Their main aspect is known to be their common ability to turn themselves completely invisible, a crucial ability that allows them to achieve higher achievements than other spies and assassins. While they are able to remain invisible for long periods of time, the sound they emit is not concealed, and as such, Shinobi still have to be completely cautious in their invisibility.

Shinobi are extremely well versed in all forms of combat, and are also known to have a great deal of knowledge with poisons. It is speculated that most Shinobi are selected from a pool of young children who have a high potential in magic, and are trained until they reach adulthood. Aside from this information, topics regarding the Shinobi are heavily shrouded in secrecy. It is unknown how many Shinobi there are in the Oracle, nor how many operations the Oracle currently has in effect.