TRENCH CRUSADE /// RPG

TRENCH CRUSADE /// RPG

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The Trench Crusade universe is a grimdark alternate history blending medieval religious zealotry, World War I-era trench warfare, and supernatural horror. It diverges from our timeline in 1099 AD during the First Crusade, when the Knights Templar unearthed forbidden demonic artifacts beneath the Temple Mount in Jerusalem. Blinded by greed and corruption, a faction of Templars performed the "Act of Ultimate Heresy," ritually sacrificing innocents to open the Gate of Hell—a colossal rift spewing infernal legions onto Earth. This cataclysm unleashed a demonic invasion that devoured the Holy Land and spread like a plague across the Middle East, Anatolia, Arabia, Egypt, and North Africa. Humanity fractured into warring factions: the Faithful (allied with Heaven's divine wrath) and the Fallen (puppets or devotees of Hell's princes). For eight centuries, the war has ground on in a nightmarish stalemate, transforming fertile lands into a vast, irradiated wasteland of mud-choked trenches, barbed-wire no-man's-lands, and shattered cathedrals. By 1914 AD—the "Year of Our Lord" in this timeline—technology has stagnated at a dieselpunk-industrial level, augmented by alchemy, holy relics, and hellforged abominations. Armies wield bolt-action rifles alongside flaming swords, gas masks fused to prayer beads, and zeppelins dropping alchemical bombs. The conflict is not just territorial but eschatological: a battle for the soul of creation, where every soldier's death risks damnation or martyrdom.

Society clings to feudal hierarchies under the shadow of the New Sepulchre Order (NSO) Church, a militant theocracy that canonizes warriors as saints and clones "Meta-Christs" from Christ's preserved flesh for superhuman legions. Heretic cults worship infernal lords like Beelzebub or Mammon, twisting flesh and metal into grotesque parodies of life. Pilgrims march unsanctioned into the fray, seeking redemption through slaughter, while alchemical sultanates erect god-gifted walls against the tide. The lore, drawn from official playtest rules (v1.6.3 as of April 2025), the Lore Primer, developer posts on X (formerly Twitter), and community wikis, paints a world of unrelenting despair: faith as both shield and shackle, technology as a profane mimicry of miracles, and war as eternal penance. No victory is possible—only survival, heresy, or apotheosis. The Lead-Up to the Eternal War: A Timeline of Damnation

The backstory unfolds as a chronicle of hubris, invasion, and fractured resistance. Below is a synthesized timeline from the Lore Primer (pp. 6-7, 12, 54), developer lore drops, and wiki compilations, marking key events that birthed the factions and their endless grudge matches.

Year (AD)EventConsequences1099First Crusade & the Act of Ultimate Heresy: Crusader armies seize Jerusalem. Beneath the Temple Mount, Templars discover vaults holding the Black Grail (a chalice of congealed demonic blood) and other artifacts. Corrupted by whispers, they perform a blood ritual, tearing open the Gate of Hell in the city's heart. Demons pour forth: locust swarms devouring souls, iron-clad legions led by Prince Ant'ra'zhar (the Iron Tyrant).Jerusalem falls instantly. The Holy Land becomes Al'akir, a hellscape ruled by infernal princes. Templars mutate into the first Heretic Legions, their white mantles stained black with gore. The invasion spreads, toppling Byzantine outposts and Saracen caliphates.1100-1200The First Heresy & Fragmentation: Surviving Faithful flee west to Europe, fortifying Vatican City into a bastion. The NSO Church forms from papal decrees, declaring eternal crusade. Muslim forces under early sultans retreat to Anatolia, forging alchemical pacts for survival. Early heretic warbands raid Europe, spreading plagues and mutations.Feudal kingdoms splinter: England, Scotland, and Ireland remain separate, too war-torn for unification. Colonialism never emerges—resources fuel the crusade. Pilgrims form ragtag warbands, unsanctioned but tolerated for their fanaticism.1200-1400The Black Grail Scourge: Beelzebub unleashes the Grail's plague, turning victims into fly-riddled husks. NSO alchemists counter with "Meta-Christ" cloning from relics of Christ's flesh, birthing super-soldiers. Sultanates rise in the east, erecting the Iron Wall—a divine bulwark gifted by Allah.Factions solidify: Faithful build trench networks from the Levant to the Rhine. Heretics consolidate under Hell's hierarchy, with sub-cults like the Cult of the Black Grail emerging. First zeppelin raids and gas attacks scar the skies.1400-1700The Long Stalemate: Trench lines stabilize across the Levant, a 1,000-mile scar of fortifications. NSO knights clash with Hashshashin assassins in shadow wars. Infernal princes vie for dominance—Mammon hoards souls as currency, while the Zygotic Lord (a fetal apocalypse beast) gestates in hidden wombs.Technology plateaus: Bolt-guns fire blessed silver slugs; homunculi serve as cannon fodder. Pilgrimages swell with penitents, their ranks swelled by famine and heresy trials.1700-1900The Industrial Damnation: Diesel engines power relic-walkers; alchemical forges birth iron golems. The Council of Saints—cybernetically preserved holy remains—advises from Vatican vaults. Heretic "trench ghosts" haunt no-man's-land, souls trapped between realms.Sub-factions proliferate: Scottish bagpipers summon war-cries as divine fury; Irish rangers specialize in guerrilla heresy-hunts. The war's futility breeds despair—millions martyred, yet the Gate endures.1914 (Present)The Great Resurgence: Hell's forces mass for a new offensive, cracking the Iron Wall's foundations. NSO calls for total mobilization; pilgrims flood the lines. Zeppelin armadas darken the sun, and the Zygotic Lord's placenta swells moon-sized in lore prophecies.The stalemate teeters. Factions clash in skirmishes of 10-30 souls, where a single martyr's death can summon angelic fire or demonic swarms. Victory means closing the Gate; defeat, eternal torment. The Main Factions: Lore, Origins, and Visual Descriptions

Trench Crusade features six core playable factions (plus mercenaries), divided into Faithful (three) and Fallen (three). Each has 2-4 sub-factions (variants) for specialized playstyles, drawn from playtest rules v1.6.3 and lore primers. Factions draw from historical analogs twisted by 800 years of apocalypse: Crusader knights in gas masks, Ottoman alchemists with homunculi hordes, and hellspawned mutants wielding industrial hellfire. Below, I detail each with origins (what led to their formation), full lore, key units (including appearances and roles), and tactical ethos. Descriptions emphasize the dieselpunk-grimdark aesthetic: rusted iron, tattered banners, and flesh-metal hybrids.

Faithful Factions: Heaven's Iron Fist

These are the bulwarks of Christendom, sanctioned or tolerated by the NSO Church. They fight with blessed munitions and vows of martyrdom, their lines a symphony of hymns and machine-gun fire.

  1. Principality of New Antioch Origins and Lead-Up: Born from Crusader remnants in 1102 AD, after the fall of Jerusalem forced Godfrey of Bouillon's successors to fortify Antioch as the last Christian foothold in the Levant. Besieged by heretic waves, it evolved into a multi-ethnic bulwark blending Frankish knights, Byzantine engineers, and Scottish highlanders. By 1400, industrial forges turned it into a diesel fortress-state, its walls etched with psalms. Full Lore: New Antioch is the NSO's vanguard, a patchwork empire of dukes and princes ruling serf-soldiers in a feudal theocracy. Its people endure rationed faith—daily floggings for purity—while Meta-Christ clones provide elite shock troops. Lore speaks of "The Great Synod of 1523," where saints' machines prophesied endless war, binding the principality to Vatican oaths. Sub-factions reflect cultural enclaves: Alba's claymore-wielding berserkers, Eire's stealthy rangers, and Gallian heavy infantry. They hold the southern trenches, where zeppelins rain alchemical fire. Key Units and Descriptions:

    • Trench Infantrymen: Brodie-helmeted grunts in mud-caked greatcoats, clutching Lee-Enfield rifles with bayonets engraved in Latin. Gas masks dangle like rosaries; bandoliers hold silver-tipped bullets. (Basic troops: Cheap, reliable fire support.)

    • Crusader Knights: Armored in riveted plate fused with WWI webbing, helmets crested with iron crosses. They ride relic-horses or charge with flaming zweihanders. Subtle mutations from Grail exposure scar their flesh beneath. (Elite melee: +1 to charges, immune to fear.)

    • Maximilian-Class Knights: Towering cyborgs in baroque power armor, faces hidden by iron visors weeping holy oil. Cloned from Meta-Christ tissue, they wield chain-axes humming with divine static. (Heavy hitters: Slow but unstoppable, resurrect once per battle.)

    • Bagpipers (Alba Variant): Kilted highlanders with tartan sashes over flak vests, piping war-cries that banish terror. Armed with claymores and revolvers. (Support: Aura of fearlessness for allies.) Tactical Ethos: Balanced line-holders; strong in combined arms, excelling at grinding advances.

  2. Trench Pilgrims Origins and Lead-Up: Emerged in the 12th century from unsanctioned war-parties of flagellants and penitents, driven by papal indulgences promising absolution for slaying heretics. The "Pilgrim's March of 1215" saw thousands trudge into no-man's-land, birthing a culture of disposable zealots. By 1700, they formalized into autonomous warbands, tolerated for absorbing heretic cults. Full Lore: Mad-eyed fanatics in a decentralized horde, Pilgrims view the war as personal atonement. They fast for days, lash themselves bloody, and charge machine-guns chanting litanies. Lore tales include the "Resurrection at Ypres (1447)," where a pilgrim cadre rose as martyrs, their souls bartered to Heaven for second lives. Sub-factions include the Bone Procession (skeletal relic-bearers) and the Veiled Host (plague-masked inquisitors). They infest the western fronts, scavenging hell-tainted scrap for improvised relics. Key Units and Descriptions:

    • Trench Pilgrims: Ragged mobs in patchwork cassocks and tricorn hats, wielding muskets or clubs wrapped in thorned chains. Faces smeared with ashes; crucifixes dangle from bandoliers. (Swarm troops: Resurrect post-battle as stronger "Martyr Penitents.")

    • Martyr Penitents: Reanimated husks in tattered pilgrim robes, wounds glowing with ethereal light. They fight berserk, eyes vacant but fervent. (Melee specialists: +1 dice in close combat, no retreat.)

    • Relic Bearers: Stooped figures in hooded cowls, hauling portable shrines on dollies. Armed with flails; their chants summon minor miracles. (Support: Heal allies or curse foes.)

    • Eire Rangers (Variant): Cloaked infiltrators with slouch hats and silenced carbines, blending Celtic knots into camo netting. (Scouts: Stealthy ambushes, no heavy weapons.) Tactical Ethos: Horde rushers; excel at overwhelming numbers and resurrection mechanics, but fragile.

  3. Sultanate of the Iron Wall Origins and Lead-Up: Founded in 1147 by Seljuk refugees fleeing Al'akir, who retreated to Mesopotamia and invoked Allah for salvation. The "Miracle of the Wall" (1152) saw a colossal barrier—miles high, etched with Quranic wards—manifest divinely, halting demonic advances. Alchemical academies flourished behind it, blending Ottoman engineering with sorcery. Full Lore: A theocratic sultanate of scholar-warriors, the Iron Wall is a verdant oasis amid desolation, its minarets powering homunculi forges. Sultans rule as caliphs, their Hashshashin order twisting spacetime for assassinations. Lore recounts the "Gates of Iblis (1621)," a failed infernal breach shattered by wall-cannons. Sub-factions: Alchemical Cohorts (homunculi swarms) and Janissary Guard (elite riflemen). They guard the eastern flanks, trading uneasy alliances with the NSO against mutual foes. Key Units and Descriptions:

    • Janissary Infantrymen: Fezzed elites in embroidered tunics over chainmail, wielding scimitars and Martini-Henry rifles. Brass amulets ward off possession. (Versatile: Strong shooting and melee.)

    • Hashshashin: Shadowy assassins in black keffiyehs and curved daggers, bodies laced with alchemical runes that warp shadows. (Elites: Teleport strikes, poison blades.)

    • Homunculi Swarms: Vat-grown imps—chittering gremlins of flesh and brass, eyes like glowing coals. They burrow and explode. (Hordes: Cheap distractions, self-destruct attacks.)

    • Wall Golems (Variant): Towering constructs of sandstone and iron, inscribed with surahs, fists like battering rams. (Heavies: Siege engines, immune to small arms.) Tactical Ethos: Tech-magic hybrids; mobile and tricky, with summons and barriers.

Fallen Factions: Hell's Corrupted Legions

Twisted by the Gate's miasma, these serve infernal princes. Their lore drips with body horror: souls flayed into weapons, flesh bloated with sin.

  1. Heretic Legions Origins and Lead-Up: Direct descendants of the 1099 Templars, who pledged to Ant'ra'zhar for power. Their betrayal sparked the invasion; by 1200, they formed legions from mutated crusaders and conscripted Saracens, fortifying Al'akir's spires. Full Lore: Hell's vanguard, a feudal horde of traitor knights and demon-pacted warlords. They hoard relics in bone cathedrals, their oaths binding souls to brass collars. Lore includes the "Iron Tyrant's Accord (1307)," granting them hellforged arms. Sub-factions: Trench Ghosts (limbo-trapped undead) and Blighted Templars (Grail-mutated elites). They assault from the Gate's maw, sowing discord. Key Units and Descriptions:

    • Heretic Infantrymen: Desiccated wretches in spiked half-plate, Stahlhelms fused to skulls. Bolt-guns spit warp-slugs; faces leer from gas-mask grilles. (Basic: Fanatical charges.)

    • Trench Ghosts: Ethereal shades in tattered crusader tabards, rifles phasing through flesh. Trapped souls wail eternally. (Elites: Intangible, possess foes.)

    • Blighted Templars: Hulking knights in black-lacquered armor, limbs elongated by mutations, wielding flails dripping ichor. (Heavies: Regeneration from wounds.) Tactical Ethos: Aggressive bullies; high damage, but brittle morale.

  2. Cult of the Black Grail Origins and Lead-Up: Spawned in 1215 when Beelzebub's chalice-plague infected Templar holdouts, turning them into fly-vessels. The cult metastasized through Europe, countered only by pilgrim purges. Full Lore: Devotees of decay, they venerate the Grail as a font of entropy, bodies hosts to larval swarms. Lore tells of the "Fly Feast of 1472," where a cult swarm devoured a NSO army. Sub-factions: Maggot Choir (psalm-singing plague-bearers). They infest swamps, spreading miasma. Key Units and Descriptions:

    • Grail Cultists: Bloated pilgrims in pus-soaked robes, masks of chitinous flies. They vomit corrosive bile from Thompson-like sprayers. (Hordes: Poison clouds.)

    • Beelzebub's Chosen: Winged horrors in feathered cloaks, scepters summoning locusts. (Leaders: Swarm summons.) Tactical Ethos: Debuff specialists; erode enemy stats with plagues.

  3. Court of the Seven-Headed Serpent Origins and Lead-Up: Emerged in 1600s from Mammon's greed-pacts in Egyptian ruins, where serpent-idols promised riches. A 1685 uprising birthed the court as soul-traders. Full Lore: Aristocratic sinners in a gilded hell, bartering damned souls for infernal boons. Lore details the "Serpent's Bargain (1702)," flooding markets with cursed gold. Sub-factions: Viper Guard (poison elites). They undermine from shadowed bazaars. Key Units and Descriptions:

    • Serpent Courtiers: Silk-robed fiends with serpentine tails, jeweled rapiers. Faces shift like oil slicks. (Elites: Bribery mechanics to subvert foes.)

    • Hydra Thralls: Multi-headed mutants in scale-mail, spewing venom. (Heavies: Regrow heads on death.) Tactical Ethos: Manipulative; steal enemy actions via corruption.

Additional Lore Elements: Relics, Figures, and the War's Shadow

  • Key Figures: Pope Urban IV (current NSO pontiff, cyber-augmented visionary); Sultan Mehmed al-Rashid (Iron Wall caliph, alchemist-prophet); Ant'ra'zhar (Hell's iron prince, colossal war-machine); The Butchered Saint (martyred NSO clone, source of knight-flesh).

  • Relics and Locations: The Gate of Hell (pulsing rift in Jerusalem); Council of Saints (Vatican machines housing wired saints); Zygotic Womb (moon-sized placenta birthing apocalypse beasts, Church of the Beast lore).

  • Mercenaries and Planned Factions: Neutral warbands like Sacred Order of the Dragon (vampiric/werewolf hints). Upcoming: Church of the Beast (fetal horror cult).

Created Oct 22, 2025

Updated Dec 3, 2025

Published Oct 22, 2025

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