The Blood War comes to Wydris
In the temperate south, behind the Emperors Wall, rest the twin empires of Seres and Dachin. Beyond
the Wall lays the Free Kingdom, a collection of independent city-states scattered across this lawless
frontier and further north, the Untamed Lands - a realm of barbarians and monsters. At the very tip of
the north is the Vortex, and it is here that the Blood War entered the world in the form of the Demon,
General Mazzaker who pushed his forces onto the barbarians of the north, crafting a mighty horde. As
Mazzaker, presses against Free Kingdom, by default the Twin Empires find themselves aligned with the
Devils and the forces of Law.
The War of the Rats
From behind their walls, the Twin Empires paid and committed mercenaries to the defense of the
crossroads city of Rattenstadht - key to much traffic in the Free Kingdom. While bogging down in the
city, the Lawful forces stalled the movements and forced the attention of Demon-aligned companies -
resulting in street-to-street fighting in the city between Chaos and Law aligned soldiers of fortune.
Dubbed the War of the Rats, should the forces of Law win this battle, the armies of the Twin Empires
may march forth to the defense of the Free Kingdom. But a Chaotic victory will quickly bring the
Demonic hordes to the walls of Seres and Dachin.
Secret History: The Ancient Empire
It is no accident that the Blood War has come to Wydis. Ages ago, the entire continent was populated by
savage, cave-dwelling tribes. The first kings amongst these tribes were Warlocks who heard the
whispers of Devils in their fires at night and struck bargains with them. Through the Warlock-Kings, the
Devils constructed a continent-spanning empire of magic, and its crowning achievement was the Vortex
- a gateway directly into the bowls of the abyss, allowing the Devil armies to storm the very heart of the
Demon’s home. Unfortunately, all did not go as planned. No sooner was the Vortex opened, than the
unpredictable energies of the Abyss made the gateway unpredictable. It quickly spewed out a Demonic
horde, destroying the Warlock-Kings empire, but moments after began to unpredictable fluctuate -
opening and closing at random times and with unpredictable force (though never as fiercely as its initial
outburst).
Over time, the Demons were slain, bound or driven through the Vortex. But civilization only reasserted
itself to the south of Wydis as the Twin Empires rose. The presence of the Vortex ensured the north to
be wild and unpredictable, seemingly forever. And as it did, the Tanarukk General Mazzaker - one of the
few Demons left the in the world - watched the rise of barbarians hordes mightier than any civilized
force and hungers for the glory of war.
Mercenary Regiments
Devil Regiments – Commanded and Payed by the Incubus Prince Fruth
Protected by the Gore Magi (Mages).
District Regiment Easy Medium Hard Deadly Unit
East The Red 2 3 4 Hobgoblins 5 4 Tokens.
District Legion - Hobgoblins Hobgoblins 600 XP Hobgoblins, 10
Hobgoblins 200 Xp 450 Xp 750 XP Hobgoblins
per Token.
110 HP,
Speed 2, AC
18, +3 to
Hit (phalanx
formation -
Advantage),
1d80+10
damage).
The Order of the 2 Firenewt Firenewt 3 Firenewt 2 Firenewt 2 Tokens
Garden Scale and the Warriors Knight Warriors Knight 5 Firenewts
Flame – 200 XP (Warrior on 450 Xp (Warrior on on Striders
Firenewt Strider) Strider) per Token.
Knights 300 XP 300 XP 110 HP,
Speed 3, AC
16, +6 to
hit,
1d80+40
damage
High Golden 3 Dwarf 3 Dwarf 1 Dwarf 4 Dwarf 4 Tokens.
Grove Horns – Soldiers Yeomen Knight (Elite Tunnel Rats 10 Dwarves
Dwarfs. 225 Xp 2 Black Guard on 600 XP per Token.
Bears Giant Goat) 95 HP,
412 Xp 550 XP Speed 2, AC
16, +4 to
Hit,
1D80+20
Damage.
Old The Holy 3 Grund. 4 Grund. 6 Grund. 7 Grund. 3 Tokens.
District Frog-God’s 225 Xp 300 XP 450 Xp. 700 XP 20 Grund
Army – per Token.
Grund 220 HP,
Speed 1
(ignore
terrain), AC
12, +4 to
hit,
1d40+40
damage.
Demon Regiments– Commanded and Payed by the Succubus Princess Kami
Protected by the Free Amazons (Gladiators, all female).
District Regiment Easy Medium Hard Deadly Unit
Churches The Pack – 2 Hund 3 Hund 4 Hund 5 Hund 4 Tokens.
Hund - (Gnoll) (Gnoll) (Gnoll) (Gnoll) 10 Hund
Sorcerous 200 XP 450 XP 600 XP 750 Xp per Token.
uplifted dogs 220 HP,
(Chaotic Speed 2,
Neutral AC 15, +4
Gnolls) to Hit,
1d80+20
damage.
Ghost Hill The Yeoman 3 Violet 2 Half-Ogres 3 Gas Spores 1 Ogre, 1 4 Tokens.
Harvesters – Fungus’ 400 XP Violet 5 Ogres
Ogres & Half- 225 XP Fungus per Token
Ogres, 500 XP 295 HP,
formerly Speed 3,
fungus +6 to hit,
farmers 2d80+40
damage.
Lightgate The Defeated 3 Skeletons 4 Skeletons 6 Skeletons 7 Skeletons 4 Tokens.
- Skeletons 225 XP 300 XP 450 XP 700 XP 10
Skeletons
per Token.
130 HP,
Speed 2,
13 AC, +4
to Hit,
160+20
damage.
South The Invisible 3 Sprites 4 Sprites 6 Sprites 7 Sprites 4 Tokens.
Gate Guard – 225 XP 300 XP 450 XP 700 XP 30 Sprites
Sprites per token.
60 HP,
Speed 3
(fly), +6 to
hit, range
1, 30
damage.
Mark of Law - Advantage on Saves against mind control or alterations to perception and memory.
Attempts to detect this creatures alignment have Advantage, attempts to conceal the alignment have
Disadvantage.
Mark of Chaos – An additional +2d6 damage on critical successes. Attempts to detect this creatures
alignment have Advantage, attempts to conceal the alignment have Disadvantage.
Level 1 300 XP per player to level, 1800 for a party of 6, 1500 for a party of 5.
The Quest: Take out the 2 Essen Vault Armory Snipers (Scouts with Muskets – 120 range, 1d12 damage)
in the tower between the Old District, East District, and Light Gate. 200 XP. Area around tower is
trapped. Snipers are holding both gates by themselves while supporting Lawful forces in the surrounding
districts. Range covers to walls and similar in radius.