holdout - pyre
Ash-Reach
The wind is always at your back, and it carries the burns with it.
Games
Every shipped Deadrot game and prototype tied back to the same war.

First-person horde-survivors shooter
Drop into the breach. Get swarmed. Burn your way deeper until it's over.

3D tower defense
Hold the lane. The breach is open and the Scourge is already coming.

Lane-based PvP MOBA
Settle the grudge in the arena. Just don't let the Pact break.

One-on-one battlefield fighter
Pick a fighter. Let the front choose the rival. Settle the clash before the Scourge takes the field.

Arcade pilot shooter
Burn the infection out of the sky. Remember the night it fell.

High-speed courier platformer
Outrun the Choir. Stop moving and the swarm catches up.

Infiltration platformer
Burn it from the inside. Climb the spine of the nest and light the core.

Strategy-Lite Campaign Layer
The war console. Every breach purged, lane held, and run delivered feeds the same front.
Factions
The armies, doctrines, and rival pressures that shape each playable front.
Characters
Playable or canon operators with asset-backed dossiers where portraits exist.

The Pyre - Balanced Purger
The professional zealot you learn the breach with.

The Pyre - Heavy Purger
A walking furnace that stands in the breach longer than anyone should.

The Pyre - Scout Purger
Stays alive by never standing still.

The Pyre - Support Purger
Cauterizes damage faster than the breach can finish you.

The Pyre - Pactfall melee carry
Pyre doctrine sharpened into arena pressure.

The Pyre - Pactfall area control
Every problem is just something to burn closed.

The Pyre - Starblight pilot
Burns the breach out of orbit before it ever falls into the lanes.

The Wardens - Tower builder
Turns broken ground into a defendable lane.

The Wardens - Heavy defender
Stay planted and let the Scourge break itself on the line.

The Wardens - Shield and barricade specialist
Builds the last wall before a lane becomes a grave.

The Wardens - Pactfall ranged artillery
Brings siege math into sanctioned arena combat.

The Wardens - Pactfall tank support
Turns a duel into a fortified position.

The Wardens - Starblight pilot
Lane defense, moved into orbit.

The Pyre - Redline courier
Runs a burn order down the dead roads faster than the Choir can close them.

The Wardens - Redline courier
Carries a hold order through the rot and intends to deliver it intact.

The Pyre - Rothulk saboteur
Climbs a living breach-ship to its heart and sets the core on fire.
Bestiary
Enemy forms, bosses, and host families generated from the canonical lore derivative.

Scourge - overview
It doesn't want to kill you. It wants to wear you.

Scourge - swarm
It dies in one hit. There are forty more behind it.

Scourge - swarm
It won't come to you. It'll just make standing still fatal.

Scourge - elite
It used to be a soldier. The parasite kept everything but the hesitation.

Scourge - elite
It walks past you to get to the wall. Then it shears the wall apart.

Scourge - elite
It plants its feet and melts your defenses from across the field.

Scourge - breach-boss
Not a bigger soldier. A monster grown around a wound in the world.

Scourge - swarm
A fighter craft that grew a heartbeat.

Scourge - breach-boss
A carrier-ship that grew lungs, and a breach for a heart.

Scourge - breach-boss
When this thing surges, sworn enemies stop shooting each other.

Scourge - host-family
One parasite. A graveyard of conquered worlds to wear.
Locations
Named lanes, breaches, orbital fronts, wrecks, and holdouts from the vault-derived map data.
holdout - pyre
The wind is always at your back, and it carries the burns with it.
holdout - wardens
The Warden capital holds for the one reason that never fails: nowhere behind it to go.
wreck - scourge
The Scourge doesn't always burrow in. Sometimes it falls.
holdout - wardens
Too small to look important from the lanes. That is why it is still there.
breach-city - scourge
Where the names run out and the source pulses.
lane - contested
You don't hold Rustmarch. You rent it, and the rent is everybody you brought.
landmark - contested
Every wall wants current. Every Purger wants flame. Both kneel here.
lane - dead
Nobody holds the Hollow Lanes. You cross them, or you don't.
holdout - contested
It holds because nobody can find it to push.
breach-city - scourge
The lanes are where the war is fought. The Maw is where it comes from.
holdout - pyre
A camp that never finishes packing. There is always a next manifest.
wreck - scourge
A wreck doesn't pull air. This one does.
orbital - contested
Every carrier broken in orbit is a breach that never opens at Ashgate's wall.
lane - wardens
Useful enough to keep, broken enough to deny.
holdout - wardens
It has never fallen — not a boast, a load-bearing fact.
lane - contested
Not a road anymore. A decision the Wardens keep rebuilding.
Timeline
Era-ordered canon events with stable anchors for future lore and post-run references.
Zero Day — the Invasion
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.
Zero Day — the Invasion
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.
The Long Fall
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.
The Long Fall
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.
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.
The Pact
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.
The Lane Wars
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.
The Lane Wars
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.
The Lane Wars
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.
The Lane Wars
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.
The Descent
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.
The Descent
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.
The Descent
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.
The Descent
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.
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.
