The Rothiian Empire
The realm of colossal holds and fortresses, overrun by jungles and swamps, a realm of darkness and rotstorms turning the sky green and yellow. Home to monsters like ghosts, undead, lycanthropes, vampires, aberrations, and abominations.
Welcome to Roth!
The realm of monsters, hybrid humanoids, monstrous races, and dangerous mortals, vampires, lycanthropes, fallen celestials, fallen fiends, and millions of dangerous peoples living in holds. Welcome to Roth, home to the most dangerous among us, home to the cold, the tired, the prideful, and the powerful.
Now at war with Brotto and Borr for the past 2,000 years, this realm is the home of all the ghosts, nightwalkers, undead, and abominations, treated as normal citizenry.
Here in Roth, you are never fully forgotten, nor are you fully abandoned. Find solace here in Roth, for you are just another in the greater hierarchy.
Monstrous Citizens
In Roth, the monsters of the world are treated as normal citizenry, with formal identification, a social status, and a normal life. Vampires, werebeings, fallen celestials, aberrations, abominations, undead, and ghosts are all normal people here in Roth.
If you’re an adventurer from Roth, you can be a monstrous character, a hero defecting from the empire, a vigilante taking their skills to the greater world after escaping the rigid social hierarchy in Roth, maybe a human or elf who seeks their fortunes elsewhere.
The Nations of Roth
The Religions of Roth
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The once abirrian deities, the cause of the first apocalyptic event some 10,000 years ago. These are the embodiments of emotions, life, and death, given corrupted forms and evil personalities. These colossal entities used to stride over mountain ranges, forced the world to hide underground, and were the cause of the most mass divine deaths in the world’s history.
Mortals may wield the power of these creatures shadows now that their bodies are destroyed, these are called Draed-Marked. These Draed-Marked are the holiest of the holy in the empire, and the Rotharii Draed are considered the greatest divine force in all of existence.
The Rotharii Draed are colossal entities that dwarf mountains, and are ultimately unkillable, as they are, at their core, primordial forces of emotions, life, and death. Their bodies may be deceased, but their spirits live in all others. The worshippers of the Draed have tried many times to resurrect them into new bodies, but have as of the present time failed in doing so.
Uralla'Vrem(CE) - Embodiment of Rage and Fury
Dreassa'Kor(CE) - Embodiment of Grief, Loss, and Death
Brollka'Thress(CE) - Embodiment of Fear and Terror
Frova'Naor(CE) - Embodiment of Disgust and Violence
Naree'Joth(N) - Embodiment of Happiness and Life
Barom'Torr(NE) - Embodiment of Greed, Desire, and Power
Novarus'Tereth(NE) - Embodiment of Sadness and Misery
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These are the legendary wielders of the Rotharii Draed’s shadows. These are the greatest of the Draed-Marked, who live in a spirit form, similar to the original Rotharii Draed.
Vaerex Alasaema(M, NE) - Vessel of Uralla'Vrem(Embodiment of Rage and Fury) - The Bone Helm Draeth'Ralii - Symbols: The Spiked Bone Helmet and The Bone Spike
Naereth Danaea(M, LE) - Vessel of Brollka'Thress(Embodiment of Fear and Terror) - The Matte Black Spine Staff Draeth'Ralii - Symbols: The Straightened Black Spine and The Black Skull with an Unhinged Jaw
Dravae Kaedren(M, CE) - Vessel of Frova'Naor(Embodiment of Disgust and Violence) - The Black Lightning Maul Draeth'Ralii - Symbols: The Black Lightning Cloud and the Shattered Skeleton
Anaeia Al'Khall(FM, N) - Vessel of Naree'Joth(Embodiment of Life and Joy) - The Cracked White Amulet Draeth'Ralii - Symbols: The White Smoke Cloud and The Half White/Half Black Sun
Daethii Al'Abirr(FM, LE) - Vessel of Naree'Joth(Embodiment of Life and Joy) - The Black and White Torch Draeth'Ralii - Symbols: The Blinding Torchlight and The Hand Clasping the White Sun
Kaedroth Al'Abirr(M, CE) - Vessel of Dreassa'Kor(Embodiment of Greif, Death and Loss) - The Binding Chains Draeth'Ralii - Symbols: The Chains Trapping a Bird and The White Cage
Jaera Naedran(FM, NE) - Vessel of Barom'Torr(Embodiment of Greed, Desire, and Power) - The Dark Mithril Key Draeth'Ralii - Symbols: The Mound of Gold and The Hungry Man
Kaelan Al'Khall(M, NE) - Vessel of Novarus'Tereth(Embodiment of Sadness and Misery) - The Crying Mask Draeth'Ralii - Symbols: The Cracked Crying Ivory Mask and The Weeping Man
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While the empire does not worship Vibarii, the Habrintean god of storms and plague, they do revere him as a symbol of power. The Order of Rot is the massively influential order that serves Vibarii, spread between Vaarnux, Roth, and Thraxus’Nal. The Order holds a special place in the empire’s religions, being the diplomats, preachers, enforcers, and special forces of the empire. The Order trumps any normal guard force or military squadron.
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The Gods of the Werewolves, werebears, weretigers, werebats, and other werebeings. The transformative pantheon is regarded as minor gods on the surface of Roth, but are regarded as saviors and spiritual representatives in the depths connected to Sunder’s Maw and the Fellgap.
These entities are the origins of all lycnathrope-like peoples in the empire and the depths beneath the surface. These deities are often considered to be household gods, standing for different aspects of society and the rigidness of the Rothiian social hierarchy.
The Progenitor Weregods(The Doren'Waer Pantheon)
Alginn'Waer(M, NE) - The Weregod of Change - The Werewolf God, The First Werewolf in The Depths, The Father of Werewolves, The Howling Father - Symbols: The Clawed Hands(plural) Piercing the Human Heart and The Black Banner
Haran'Waer(FM, CE) - The Weregod of Shifters - The Werebear God, The First Werebear in The Depths, The Roaring Black, The Slaughters Ward - Symbols: The Bear Cloak and The Iron Tooth
Laethom'Waer(M, NE) - The Weregod of Strength - The Wereboar God, The First WereBoar in The Depths, The Night's Charge, The Earthbreaker - Symbols: The White Boars Hoof and The Broken Silver Tusk
Baenthiia'Waer(FM, CE) - The Weregod of Night and Shadows, The Weregod who allies sometimes with Vampires - The Werebat Goddess, The First Werebat, The Vampire's Ally, The Listener - Symbols: The Cut Bat Ears and The Yellow Snakes Eye
The Wereborn Demigods(The Waerii Pantheon)
Adaemith'Waer(M, LE) - The Werewolf Demigod, Son of Alginn'Waer, Father of Koraeve Werewolf Family Tree - Symbols: The Black Werewolf's Eye and The Clawed Hand Tearing a Heart in Two
Naema Koraeve(FM, CE) - The Werewolf Demigoddess, Daughter of Adaemith'Waer with a mortal werewolf heiress by the name of Lathana Koraeve - The Were Demigod of Nobility and Greed - Symbols: The Coin Pouch, and the Half Moon.
Faerren'Waer(M, NE) - The Werewolf Demigod of Bloodlines and Lineage, Daughter of Alginn'Waer - Lord of Family and the Master of Purity - Symbols: The Tree Made of Bones and The Splashing Vial of Blood
Hathra'Waer(FM, CE) - The Werebear Demigoddess of Battle and Bloodshed, Daughter of Haran'Waer - Lady of The Damned and The Lady of Unity - Symbols: The Clawed Handshake and The Severed Head on a Pike
Anadriia'Waer(FM, CE) - The Wereboar Goddess, The Wife of Haran'Waer - The Werebear Goddess of Transformation - Lady of Lies and The Traveler - Symbols: The Skinned Man and The Bloody Bear's Mouth
Nataeron'Waer(M, NE) - The Wereboar Demigod of Rage and Savagery, Son of Haran'Waer - Lord of Sacrifice and Lord of Death - Symbols: The Cracked Coffin and The Boar's Head with Red Eyes
Haemoss'Waer(M, CE) - The Werebat God, Husband of Baenthiias'Waer(Werebat Goddess) - Lord of Whispers and Lord of Flight - Symbols: The White Bats Wing and The Yellow Eyes in a cloud of Black
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The lineage of vampires in Roth, originally brought to light in the wake of the Sundering, these vampiric entities are the patrons and matrons of the vampiric race and rule their own microcosms of the empire with an iron fist.
These vampiric demigods and gods take a position as holy entities to the normal humanoids in the empire, such as the elves, humans, gnomes, and dwarves.
Alamaegon(M, CE) - The Black Prince, The Favored Son - The Vampire Demigod
Damaeros(M, LE) - The Fallen Sun, The Direlord, The First Born - Vampire Demigod, Son of Alamaegon
Albaenoss(M, NE) - The Lord of Laughter, The One of Frayed Ends - Vampire Demigod, Son of Alamaegon
Dirria(FM, CE) - The Lady of Gore, The Daughter of The Flayed Man - Immortal wife of Alamaegon, The True Love
Nattalii(FM, NE) - The Mistress of Fate, The Necromother - High Lady of Roth, The Vampire Queen of Roth
Albithia(FM, CE) - The Maiden, The White Witch, The Lady of Lies - High Lady of Roth, The Daughter of Alamaegon
Mannoss(M, NE) - The Black Groom, The Father of the Dead, The Lord of Fallen Immortals - The High Lord of Roth, The Son Alamaegon and The Husband of Alibithia.
Faeargoth(M, LE) - The Red Son, The Father of Blood. Son of Dirria and Alamaegon - The High Priest of Roth, The Husband of None
Technology Levels
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1940’s Pure technology level
Airplanes, bomber planes, hot air balloons, radio stations for entertainment, black and white television, VHS tapes, Vinyl Records, Record Players, World War II Firearms, Dynamite, World War I technological conveniences
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Body upgrades available to soldiers, warriors, and the order of rot. 2,000’s maggi-tech appliances and maggi-tech weapons available to government agents, military soldiers, maggi-tech limited availability to normal citizenry. Early 2,000’s maggi-tech levels, phones, cell phones, advanced artificial intelligence, buildable piece by piece devices, modern level firearms and modern explosives.
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Lower mgic capability outside of the military, no free or affordable magic schooling, magic items are more rare, but magical conveniences are still available, just not as good or as reliable as maggi-tech devices or normal tech devices. An archmage is a rarity here, magic items are sold at significantly higher prices.
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Standard high fantasy sailing ships to heavy duty warships made of iron, mithril, or adamantine, with maggi-tech powercells and high potency radio energy powers, harvesting the rot storms in the sky 24/7. All ships are made from either Iron or Steel, and aircraft carrier style ships are the norm for the Rothiian Military.
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Futuristic levels of airships, harvesting energy from all the storms that fill the sky, able to travel at great speeds, even teleporting through stormy weather by wielding the innate magical energy of the Rot Storms. These airships are quite heavy, full of weaponry, and always prepped for war, with a smaller number of properly built airships available. Maggi-tech cannons, cloaking devices, chain cannons, and racks of ballista. All airships built are designed with war in mind, with 2,000’s level technological gear based in maggi-tech.
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The lesser of the warships in Roth. These are more rare than full airships, and are only available to the military. These submersibles are dangerous, using radar, sonic sounds, and chains to participate in combat. These ships are quite large, around 500ft long and 250ft tall, with the goal of being an underwater bastion and bullwark against invaders. These ships are limited in number, and they are able to combat dozens of normal ships at the same time. These ships are called Dreadhulls.
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These colossal war machines are rare, often travelling the scarce roads across Roth. These tank-like machines are armed to the teeth, can hold over 800 people inside of them, and are built out of solid adamantine. These behemoth landships are called Deadholds, and they are troop carriers, mobile homebases, mobile war machines, digging machines, and all-in-one building machines, taking on a far more utilitarian role in the modern eras of Roth.
Trains - The infernal trains of Roth and Rotten Trains of the empire are the most common forms of land transportation, throughtout the massive holds that house the majority of the Rothiian people.
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The modern conveniences available in the Rothiian Empire.
Radio communication - The holds of Roth have a fully connected radio system, that puts alerts out in each hold, powered by an artificial intelligence.
Microwaves - These appliances are super common in Roth, available in each home and house, given with each purchase of a residential property.
Radio Entertainment - You are able to listen to sports matches, betting games, and music through the radio stations found in each hold in the House of Energy.
Iron Games - This is a televised program of strength contests. Betting pools exist in this realm, and you can make dozens of gold through the betting portion of the hobby. The contestants are minor celebrities in Roth.
Trains - The city-holds are full of infernal trains, powered by demonic energy. These trains allow travel to every single region of each hold, and this train system is free to the average citizen.
Internal Messaging System - The holds of Roth have a powerful messaging system through phones and buzzers. You can send messages through a Rothiian version of Morse Code. These messages are protected and private.
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The holds of Roth are built around the constant Rot Storms in the sky over the empire. The energy is harvested through arcane lightning rods and wielded by rot shamans to power the entirety of the hold-cities.
In addition, the holds use standard electricity, infernal(demonic) energy, lightning energy, and necrotic energy. These power systems are used in the following order;
Rotstorm
Infernal
Electric(Standard)
Necrotic
LIghtning(Arcane)
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There is one artificial intelligence in the Rothiian empire, founded and created around 100 years ago, but has many functionality problems, used to manage public transit and war machine systems. The AI is not available to the average citizen. The AI is known as “Savior,” or “Rapport.”
Bootleg versions of the AI are sold in the criminal markets of Roth, and hacked versions are sometimes smuggled out to the villages and towns that are still around in Roth.
Government of Roth
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The high lord and lady of the entire empire. The greatest leaders of the realms, and the most powerful warriors and mages. These two are the leaders of the entire empire of Roth.
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The holiest of people, the greatest warriors, the chosen warriors of the Rotharii’Draed. These are the chosen of the empire, the heroes of the realms, the greatest of peoples. They are the ones that the emperor and empress put their faith in, the people that rule the world in Roth. These people are the greatest of Rothiian citizenry. Their council can veto the Emperor and Empress, and are considered the holy word of the empire.
The number of people in the empire who are part of this council is unknown most of the time, with stringent identification processes.
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A high shaman of the Order of Rot. This shaman can veto empire decisions, as the Order of Rot funds the actions of the empire, tied to the bank that funds the realms. The Rot Shaman is a high shaman, a glorious lord of Rot, a dangerous caster or warrior of the empire, loyal to the Order of Rot rather than the empire itself.
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A symbolic council, that holds no real power. Each hold elects members to the Mortal Council, who vote to ensure the safety of the mortal populace in Roth, the non-immortal species like Wraiths, Ghosts, Treants, Vampires, Lycanthropes, etc…
This council has 13 members, each chosen through holds or through the regions significance. The Mortal Council has an impact on the Rothiian order, but the major oligarchs only give a little bit of the Mortal Council’s wishes, and pay the mortal council to pretend that their wishes are met. The Mortal Council is corrupt, heartless, and people only really apply to be a part of it to make more gold.
The Holds & Bastions of Roth
The majority of Rothiian citizens live in the massive Holds of Roth, previously built during the 7th age, with the arrival on Abraeas’Dor by the Mithiians. Their invasion inspires the desparate building of the colossal structures lifted on stilts, the holds of Roth in the current age, on the ancient, now fragmented continent of Ethrell. The Rothiians live inside these colossal raised bunkers, when the plagues of Vibarii swept the world in last years of Ethrell in the 11th and 12th ages.
The holds of Roth are designed the same way in each hold, with 9 large regions in a square shape on each floor, with each hold having three floors, for 27 regions inside each hold. The holds are powered by the Savior Program artificial intelligence, and are built in the modern era to protect against infection, protect against invaders, and protect against seaborn invaders.
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The holds are over 30ft thick, built on thick stone and adamantine stilts all across the bottom, and are covered in ancient arcane wards, mithril and adamantine cages underneath, and are lifted all the way up to 100ft in the air. The hold’s internal locks are made to block off each floor room in the hold with locking mechanism powered by Savior, to perform lockdowns.
The holds are known for their rather cold, brutalist, and rotstorm drenched green color on the outside, and thick iron and stone insides that are covered in even more weaker wards of protection.
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The first hold made was built to withstand the Mithiian invasion, as the world became flooded. The Holds remain the worlds greatest preventative measures, with all of their space maximized and locked down to prevent wild plague floods and plague outbreaks.
The hold doors are protected by guard forces, locked down every evening, and have facial, skin, and blood scanners to seek out infection and sicknesses that might spread from one hold room to the next. Medical staff, trained soldiers, and nobles all must pass through these test zones before being able to pass through to the next region of the hold.

