DEADROT

Public Canon

Deadrot Codex

A native, data-backed index of the Deadrot universe generated from the lore vault derivative, the game roster, and the shared asset package.

Characters

Operators And Heroes

Playable or canon operators with asset-backed dossiers where portraits exist.

16 entries

The Pyre - Balanced Purger

Ranger

The professional zealot you learn the breach with.

The Pyre - Heavy Purger

Bulwark

A walking furnace that stands in the breach longer than anyone should.

The Pyre - Scout Purger

Vector

Stays alive by never standing still.

The Pyre - Support Purger

Patch

Cauterizes damage faster than the breach can finish you.

The Pyre - Pactfall melee carry

Pyre Duelist

Pyre doctrine sharpened into arena pressure.

The Pyre - Pactfall area control

Pyre Cauterizer

Every problem is just something to burn closed.

The Pyre - Starblight pilot

Pyre Interceptor Pilot

Burns the breach out of orbit before it ever falls into the lanes.

The Wardens - Tower builder

Field Engineer

Turns broken ground into a defendable lane.

The Wardens - Heavy defender

Lane Gunner

Stay planted and let the Scourge break itself on the line.

The Wardens - Shield and barricade specialist

Wallwright

Builds the last wall before a lane becomes a grave.

The Wardens - Pactfall ranged artillery

Warden Artillerist

Brings siege math into sanctioned arena combat.

The Wardens - Pactfall tank support

Warden Bastion

Turns a duel into a fortified position.

The Wardens - Starblight pilot

Warden Defense Pilot

Lane defense, moved into orbit.

The Pyre - Redline courier

Pyre Courier

Runs a burn order down the dead roads faster than the Choir can close them.

The Wardens - Redline courier

Warden Courier

Carries a hold order through the rot and intends to deliver it intact.

The Pyre - Rothulk saboteur

Pyre Saboteur

Climbs a living breach-ship to its heart and sets the core on fire.

Locations

War Zones

Named lanes, breaches, orbital fronts, wrecks, and holdouts from the vault-derived map data.

16 entries
A

holdout - pyre

Ash-Reach

The wind is always at your back, and it carries the burns with it.

A

holdout - wardens

Ashgate

The Warden capital holds for the one reason that never fails: nowhere behind it to go.

C

wreck - scourge

Cinder Flats

The Scourge doesn't always burrow in. Sometimes it falls.

H

holdout - wardens

Holdout Nine

Too small to look important from the lanes. That is why it is still there.

P

breach-city - scourge

Perdition

Where the names run out and the source pulses.

R

lane - contested

Rustmarch

You don't hold Rustmarch. You rent it, and the rent is everybody you brought.

T

landmark - contested

The Cinder Wells

Every wall wants current. Every Purger wants flame. Both kneel here.

T

lane - dead

The Hollow Lanes

Nobody holds the Hollow Lanes. You cross them, or you don't.

T

holdout - contested

The Hush

It holds because nobody can find it to push.

T

breach-city - scourge

The Maw

The lanes are where the war is fought. The Maw is where it comes from.

T

holdout - pyre

The Pyre Gate

A camp that never finishes packing. There is always a next manifest.

T

wreck - scourge

The Rothulk

A wreck doesn't pull air. This one does.

T

orbital - contested

The Skyhook

Every carrier broken in orbit is a breach that never opens at Ashgate's wall.

T

lane - wardens

The Spire Causeway

Useful enough to keep, broken enough to deny.

T

holdout - wardens

The Spire

It has never fallen — not a boast, a load-bearing fact.

T

lane - contested

The Switchback

Not a road anymore. A decision the Wardens keep rebuilding.

Timeline

The Chronicle

Era-ordered canon events with stable anchors for future lore and post-run references.

15 entries
T

Zero Day — the Invasion

The Night We Lost the Sky

First contact with the Scourge out of the void is a space battle, and humanity loses it — not ready, too many. The orbital and sky defense collapses over a world that does not yet know it is already falling. The orbital relays the Skyhook still hunts were seeded in this sky.

L

Zero Day — the Invasion

Landfall

The Scourge makes landfall and the world falls. The first breaches root groundside — physical, entrenched nests punched in from the void that never stop vomiting horde.

T

The Long Fall

The Old World Ends

In the months after Zero Day, cities are consumed and the fleets are gone. Survivors scatter down the only roads left — the lanes. The old world ends here.

T

The Long Fall

The Delta Drowns

When the world falls, the water finishes what the Scourge started: a river-mouth city's storm-walls fail and the streets go under. What survives in the flooded fen learns to live scattered, silent, and dark — the holdout that will be called the Hush.

T

The Schism

The Schism

The survivors split by doctrine, not enmity. The remnant army holds and rebuilds as the Wardens — humanity's closest thing to a state — while a zealot order breaks away as the Pyre, convinced that holding is just a slower death and the only cure is fire.

T

The Pact

The Pact Is Sworn

After the rivalry nearly costs a holdout its walls, both sides swear the Pact: whatever the feud, humans stand together the instant a breach opens. The feud is exiled to sanctioned arenas like Ashgate's arena district — never the field.

T

The Lane Wars

The Repeater Secret

The Resistance fortifies the lanes and learns the Scourge's secret: cutting its repeaters severs it from the Choir, leaving the horde feral — blind, dumb, instinct-only. The war becomes a fight to fragment the signal.

T

The Lane Wars

The Wall at Ashgate

The Wardens make the foundry city their capital — not for walls it never had, but for its output and the three lanes that converge there — and seal the eastern approach under a rampart of towers, kill-corridors, and artillery stacked out of a decade of holding. Above it, the Spire's guns keep the one record that matters: it has never fallen.

T

The Lane Wars

The Lanes Go Dark

The Scourge cuts the lanes and the comms between holdouts, and the corridors between them become the Hollow Lanes — severed, pylon-seeded, held by no one. Lone runners carry the message on foot, faster than the horde can close, because a severed holdout is a dead holdout.

T

The Lane Wars

The Ninety-Second Window

Warden signals crews at Holdout Nine time the Choir's response: about ninety seconds from first contact inside a repeater-pylon's radius to both ends of the road being walled. The Wardens log it as a response window. The couriers turn it into a dare.

T

The Descent

The First Descents

The first Purgers go into the breaches to sever nodes and burn the sources from the inside — most do not come back. Runs muster at the Pyre Gate, go down Pyre Road, cross the Maw, and end where the names run out: Perdition.

T

The Descent

The Wells Go Pact

The Pyre come back from the first descents with empty cauterizer tanks and people still moving inside their armor; the Wardens say the grid cannot spare the draw. The argument lasts until the next breach horn — after that, the Cinder Wells become Pact ground, Warden meters on one wall and Pyre tank racks on the other.

C

The Descent

Climbing the Breach-Ships

Pyre saboteurs climb the living breach-ships beached on Cinder Flats to ignite their cores and sever the local node. The biggest of them grew into the earth instead of just sitting on it — the Pyre stopped calling it a ship and named it the Rothulk.

T

The Descent

The Partial Sever

Six Purgers go down past the Maw toward Perdition's edge; one comes up, three days late, tanks empty and visor scoured grey — the only return on record. The Pyre log it as a partial sever and list the lane that stayed quiet for a year after, which down there counts as a victory.

T

The Listeners Emerge

The Listeners Emerge

A heresy spreads: that the Choir could be understood and steered rather than only fought. Hunted by Pyre and Wardens alike, the Listeners keep severed nodes alive — and listen.