The Ashborne Expanse

FantasyHighEpicGritty
4plays
0remixes
Nov 2025

In the Ashborne Expanse, an endless war forged by a shattered faith has turned Europe into a grim tapestry of trenches, diesel‑powered relic engines, and angelic commanders wielding holy fire, where prayers are as lethal as bullets. Amidst mud‑slick no‑man’s lands, faith‑bound crusaders and heretic‑driven demonic warbands clash, each side harnessing miracles and blasphemies to fuel the eternal crusade that blurs the line between divine salvation and infernal damnation.

World Overview

The story unfolds in an alternate 12th–20th century Europe, centuries after a catastrophic event called the Great Apostasy. During this event, humanity’s faith fractured, and Hell literally broke into the world — the veil between Heaven and Earth was torn apart. What followed was not a conventional war, but an eternal crusade spanning hundreds of years. As human empires industrialized, the Crusade adapted. Holy warriors now fight in muddy trenches, armed with relic rifles, sanctified bayonets, and diesel-powered armor. Angels descend not as radiant saviors, but as grim commanders in a divine meat-grinder. The war has no end — only shifting fronts and prayers screamed over gunfire.Over the next ~800 years the world changed drastically: faith, magic, technology all merged into something grim and industrial. The setting mixes medieval religious imagery with early 20th century warfare. Key events and milestones (from the official lore sampler) include: 1099: First Crusade & Gate of Hell. 1101: Large wave of heretic/demonic forces conquer much of the Levant. 1109: The “Great Sultanate of the Invincible Iron Wall of the Two Horns that Pierce the Sky” is formed to defend against the Hellish forces. 1503, 1573, 1595, 1666, 1670 … various wars, destruction of cities, formation of battlegrounds and entrenched fronts. The terrain, by the present day, is marked by massive trenches, “no-man’s land”, mud, craters, demonic corruption—drawing heavy inspiration from WW1 trench warfare.

Geography & Nations

Beginnings: The First Heresy The story begins during the First Crusade (1099 AD) when the armies of Christendom captured Jerusalem. Under the city, the Knights Templar discovered an ancient demonic artefact in secret vaults. Their faith faltered; they became corrupted. This act is known as The First Heresy. The Templars opened a Gate of Hell in Jerusalem, letting infernal forces flood into the Mortal Plane. Jerusalem became “a depraved pit where Hell and our mortal world bleed into one.” From that moment, the war was no longer purely human—it became a war between Heaven, Earth and Hell. The Church, and other faithful forces, plunged into a crusade that would last centuries. Eight centuries of war & corruption Over the next ~800 years the world changed drastically: faith, magic, technology all merged into something grim and industrial. The setting mixes medieval religious imagery with early 20th century warfare. Key events and milestones (from the official lore sampler) include: 1099: First Crusade & Gate of Hell. 1101: Large wave of heretic/demonic forces conquer much of the Levant. 1109: The “Great Sultanate of the Invincible Iron Wall of the Two Horns that Pierce the Sky” is formed to defend against the Hellish forces. 1503, 1573, 1595, 1666, 1670 … various wars, destruction of cities, formation of battlegrounds and entrenched fronts. The terrain, by the present day, is marked by massive trenches, “no-man’s land”, mud, craters, demonic corruption—drawing heavy inspiration from WW1 trench warfare. The world of Trench Crusade is a ruined reflection of Europe — a continent warped by centuries of holy war, where cities have become fortresses, plains turned to no-man’s-lands, and divine light competes with hellfire for dominance. The map is defined not by nations but by Fronts, Theatres, and Spheres of Influence — zones where Heaven, Hell, and humanity endlessly clash.

Races & Cultures

(All following are warband-factions; each has variant detachments/warbands) Principality of New Antioch (Faithful) — based in the northern Levant, a Christian stronghold. Variants/sub-detachments include: Alba Assault Detachment (Kingdom of Alba) Éire Rangers (Ireland) Stoßtruppen of the Free State of Prussia Papal States Intervention Force Expeditionary Forces of Abyssinia Iron Sultanate (Faithful) — an Islamic-themed power, “the Great Sultanate of the Invincible Iron Wall of the Two Horns” etc. Variants include House of Wisdom, Fida’i of Alamut, Defenders of the Iron Wall. Trench Pilgrims (Faithful) — irregular zealots, pilgrimage-warbands composed of civilians or fanatics who go to the front. Heretic Legions (Heretic/Daemon) — human and demonic forces aligned with Hell, the main opposition to the Faithful. Variants/sub-legions: Naval Raiding Party, Trench Ghosts, Knights of Avarice Cult of the Black Grail (Heretic) — plague, corruption, demonic insect/decay-themed faction under Beelzebub. Court of the Seven‑Headed Serpent (Heretic) — a high-level infernal court, variant of the Heretic side. Humans (Faithful side) from a variety of real-world analogue cultures: Scottish/Alba, Irish/Éire, Prussian, Abyssinian (Ethiopian), Islamic Sultanate culture. Human Heretics: humans who serve the infernal powers and have turned away from the Faithful. Demonic / infernal beings: War beasts, possessed creatures, abominations on the Heretic side. Corruption / plague-creatures: The Black Grail uses plague, infestation, mutated creatures. Zealots / Fanatics: Trench Pilgrims represent civilian or semi-trained religious warbands of the Faithful.

Current Conflicts

Key Conflicts The War in No Man’s Land / The Carcass Front One of the major theatres is the so‐called Carcass Front: this is a massive, devastated zone between the bastions of the Faithful and the domains of the Heretic / Infernal forces. Here, warbands from all sides patrol, raid, and attempt to secure relics, strategic vantage points, or simply survive. It’s a constant stalemate of attrition. The Levant / Bastion of New Antioch The city of New Antioch is a major stronghold for the Faithful, described as “the last line of defence” in the Levantese frontier. The Heretic forces press outward from Hell-tainted lands, and the Faithful hold their line here; its fall is implied to open the way toward Europe and Africa. Proxy Conflict Between Heaven & Hell via Humanity Although not strictly a battlefield location, this is a critical meta-conflict: the war between the Heavenly and Infernal powers is fought through humanity as proxy. The mortals, their warbands and nations, are the frontline. Angels and full demons rarely intervene directly (for reasons hinted at in the lore) so human factions bear the brunt. Relic/Holy‐Site Scrambles Across the setting, both Faithful and Heretic warbands vie for relics, fallen saints’ items, holy sites, and ancient weapons. These spark frequent localized conflicts and raids. For example, the Faithful send Intervention Forces (e.g., from New Antioch) to seek religious artefacts and eliminate key Heretic leaders. Heretic Incursions & Naval/Sea Fronts The Heretic side engages in naval raiding, infiltration and surprise offensives (e.g., capture of sea fortress Gibraltar mentioned in the timeline). These open additional fronts and threaten coastal nations of the Faithful. Put simply: the world of Trench Crusade is in a massive stalemate war. The Faithful hold strongholds like New Antioch, defending the front-lines. The Heretics push from Hell-touched lands, seeking breakthroughs, relics, and domination. Much of the fighting is trench-style, brutal, bloody, and incremental. Meanwhile, the larger cosmic forces (Heaven & Hell) manipulate from the shadows, using human armies as proxies.

Magic & Religion

In Trench Crusade, belief itself has tangible, physical power. Faith shapes reality. Holy men, saints, and crusaders channel miracles through unwavering conviction. Heretics and daemons twist faith into corruption, creating blasphemous “anti-miracles.” Relics, icons, and prayers function like technological conduits — bridging the human and divine. Essentially, the metaphysics of the world are theological: the strength of a prayer or ritual is as real as a gunshot. The more faithful (or the more depraved), the stronger the manifestation. As the centuries dragged the Crusade into industrial war, religion fused with machinery. Relic Engines: Tanks, artillery, and walkers powered by sanctified relics or saintly remains. These are not metaphors — bones of holy men literally fuel diesel miracles. Blessed Ammunition: Bullets stamped with prayers or dipped in holy oils, lethal to daemons. Vox Sermons: Priests broadcast benedictions through loudspeakers to sanctify trenches. Icon Circuits: Religious symbols engraved into machine parts to repel corruption. The line between machine and miracle has completely vanished — the Church treats engineers as Tech-Priests or Mechanist-Clergy, their blueprints written in scripture. While the Faithful use sanctified rites, the Heretics and Demons use corrupted theology — Hell’s magic is the perversion of holy law. Daemons use Blightcraft, a form of magic based on decay, despair, and indulgence. Heretic officers lead cults that summon infernal entities through blood rites or machine corruption. The Cult of the Black Grail, for instance, invokes miracles through plague and rot — their “holy water” is pestilence. Instead of relics, the Heretics use Unholy Artifacts or Damnation Engines — devices that run on sin, sacrifice, or suffering. To the Faithful, these aren’t “spells.” They’re heresies — warped reflections of God’s own power, granted by the infernal hierarchy. Angels are not passive beings of light. They are terrifying, battle-hardened commanders — wielding divine energy like artillery fire. Some angels still descend to lead crusades. Others have become estranged, half-corrupted, or insane from centuries of war. Their power is pure faith made manifest — wings of burning light, voices that shatter stone, blessings that melt flesh. Saints are mortals elevated by their holy sacrifice; their bones, hearts, or skulls become relics that radiate divine power. Even long-dead saints continue to “serve” — entombed in reliquary engines or enthroned inside war machines. Thus, religion isn’t symbolic — it’s the physics of the world. Small miracles occur constantly across the trenches: Medics heal the dying through Lay Benedictions. Artillery units recite Liturgies of Trajectory before firing holy shells. Chaplains bless entire platoons before suicide charges, their faith shielding men from shrapnel — briefly. The dead sometimes rise as Saintly Revenants if they fall in righteous fury. Every battle is both physical and spiritual — soldiers fight with bullets and prayers in equal measure. Faith is dangerous. The closer a mortal gets to divine truth, the closer they drift toward madness. The holiest crusaders burn alive in rapture. The most heretical sorcerers dissolve into demonic essence. The world itself groans beneath the tension between Heaven’s perfection and Hell’s corruption. Thus, every miracle carries a cost — purity consumes flesh, and sin corrodes the soul. Magic in Trench Crusade is not separate from religion — it is religion. Prayer is spellcraft. Saints are reactors. Angels are generals. And Hell is the factory of blasphemous miracles. Faith is fuel — both for salvation and annihilation.

Planar Influences

The Gate of Hell / portal breaches The setting states that in 1099 the corrupt Templars opened a “Gate of Hell” under Jerusalem, which allowed infernal forces to bleed into the Material Plane. Hell is structured in “circles” and has its own geography and factories. There is a special treaty, the Covenant of Hell, which states demons cannot freely manifest in the mortal realm: “true demons cannot manifest themselves in mortal realms and can only allow their thralls to do their biddings.” Manifestations via intermediaries, thralls, corrupted beings Because of the Covenant, full-blown true demons rarely cross directly; instead they work through human collaborators (heretics), corrupted creatures, possessed hosts, infernal artefacts. For example: the Trench Ghosts are described as mortals whose souls become trapped “between planes of existence” when they die on hallowed ground or near a relic. The machinery, weapons and war-factories of Hell (in the 3rd Circle etc) feed the Material world with infernal munitions and horrors. Teleportation, missions into Hell, and return Certain Faithful operatives — e.g., the Paladins — are able to enter Hell itself (or at least the portal/airlock to it) for missions. This implies that there is a (very hazardous) route of travel from the Material World into Hell and potentially back. The Material World is subject to overlays of divine and infernal power: relics, curses, echoes of Hell’s presence. For example, the Faithful use devices to “hear the Voice of God” and infer malign influence. Some cults attempt to “open the doors” for entities beyond Hell (even older than Creation) to enter the material plane.

Historical Ages

The Divergence & First Heresy (≈ 1099 and immediately before) In 1099 the armies of Christendom captured Jerusalem. Under the city the knights of the Knights Templar discovered a demonic artefact, committed the First Heresy and opened the Gate of Hell on Earth. This marks the point of divergence from “our” history into the alternate-history of Trench Crusade. Immediately afterwards (c. 1101) the “Year of Three Battles” saw Heretic/demonic forces overrun much of the Levant. 2. Medieval-Conflict & Frontline Consolidation (1100s–1500s) In the decades and centuries following the initial collapse, various powers (both Faithful and Heretic) rose, fell, and fought over territory. For example, in 1109 the Great Sultanate of the Invincible Iron Wall of the Two Horns that Pierce the Sky was formed. Around 1215-1306 the “Wars of Triclavianism” saw internal conflict within the Church itself, weakening the Faithful and enabling Heretic advances. Technological / arcane advancement also occurs in this era: e.g., in 1503 the formula for “Orichalcum Steel” is discovered, giving a new military edge. 3. Early Modern to Industrial Transition (1500s–late 1800s) The ruins of older cities fall (e.g., in 1545 the ancient city of Antioch is destroyed by a mysterious infernal weapon). Naval warfare, submarine fleets, mechanisation begin to appear: e.g., 1866 the first modern submarines built in secret by Heretics aided by the demon Marbas. By the end of the 19th century the world is sliding toward large-scale industrial war, with Faithful and Heretic alike fielding heavy weapons, armour, and mechanised fortresses. 4. The Present Trenches (circa 1914) The current “day” of the game setting is roughly the year 1914. The war has settled into massive trenches, “no man’s land”, stalemates, industrial–supernatural warfare. The backdrop is eight centuries of continuous war, war-machinery plus infernal/arcane forces. Legacies & Ruins That Remain With those eras in mind, here are some of the notable legacies, artifacts, ruins and persistent structures that shape the world of Trench Crusade. • The Gate of Hell / Earthly Domains of Hell The First Heresy’s opening of a Gate beneath Jerusalem remains foundational. Jerusalem becomes a “depraved pit where Hell and our mortal plane now bleed into one.” Many battle-zones and frontlines are described as being near or partly in the “Earthly Domains of Hell”. The terrain itself is scarred by centuries of infernal intrusion. • Ruined Cities & Fortresses Antioch: The ancient city is destroyed utterly in 1545 by an infernal weapon. Its ruins and later the rebuilding (as New Antioch) are central to the Faithful war effort. Argos: The City of Argos is “taken by God and it is no more” in 1477 — a mysterious disappearance of a major city. Fortress of Alamut: The mountain fortress (Old Man in the Mountain and his Hashashins) still stands, despite being besieged for centuries. This is a persistent legacy of the medieval era. • Technology & Materials from Previous Eras Orichalcum Steel: Discovered in 1503, this rare metal remains in use in the present day. Fortification walls: Walls of New Antioch completed in 1595. These ancient fortifications still bear significance. Moving fortress Britannia (1907): A mechanised legacy of the early industrial war period. • Moral & Mythic Legacies Many institutions and orders persist from past eras: e.g., military orders of crusader-knights, the Sacred Order of the Dragon (which in 1573 halts a Heretic advance after Byzantium’s destruction). The concept of trenches and “no man’s land” itself is a physical legacy of centuries of war, not just a battlefield tactic in the current era. The landscape is littered with wreckage, cratered ground, ruined cathedrals and monuments. • The Terrain Itself: Frontlines as Ruins The “Carcass Front” and other zones of the war are described as places where holy sites, ancient cities, and spiritual monuments have become ruinous battlefields. For example: “ruins of monuments and statues destroyed by the despised Infernal acolytes… the city walls are in tatters and the city centre… reduced to three squares."

Economy & Trade

Currency uses a currency called “Ducats” when building warbands. In the lore proper, there are hints of other “value systems” beyond simple coins: for instance, within the Heretic domains, human beings (slaves) are traded. The article on the “Wretched” states: “They are used as a form of currency, and many Heretic Priests pay their taxes to their Demon overlords in this form of human flesh.” So in those domains, the “economy” includes not just coins or goods, but human assets (slaves) and sinful assets (tortured bodies, organs) that have value. Trade, loot & treasure The faction called Knights of Avarice illustrate how loot, precious metals, art, scrolls, and even body parts get treated as wealth: “After the Knights of Avarice have claimed a victory … anything and everything of value is taken: metals … art objects, precious stones, livestock, trade goods, rare tomes and scrolls … even the dead are stripped of their flesh … internal organs … sold …” This suggests that battlefield plunder and treasure-economics play a major role in the setting’s economy. There is mention of trade from “New World” staples: one Reddit user quotes official lore that “[Spain] has established trade routes to the South America, hence staples such as tobacco, potatoes, cocoa and such are available in Europa and Africa.” This implies that global trade routes exist (or at least there is the concept of exotic goods being imported). Production & resource systems The setting mentions heavy industry, foundries and armaments: “Thanks to these advances in metallurgy … titanic artillery pieces … the foundries of New Antioch … the forges of Hell turn out …” That implies large-scale production, which in turn implies resource extraction, supply chains, workers/labour, and so on. The mention of “factories made of mutilated flesh and metal … endless munitions for the ongoing war” in the Hell domains shows that there is an economic chain in the infernal side: slaves, flesh, metal, munitions.

Law & Society

Faith as Law The primary source of authority is the Church and its affiliated holy orders. Laws are not secular but divine codes, codified in scripture, relic mandates, and the edicts of saintly hierarchs. Punishment is often ritualized, symbolic, and public: Excommunication or branding as a heretic. Execution via ritual fire or sacred weapons. Forced service in the trenches as atonement. Key principle: A crime against a person is also a crime against God. Heresy, blasphemy, and apostasy are treated far more harshly than theft or property crimes. 2. Military and Bureaucratic Courts Soldiers are subject to military tribunals overseen by chaplains or knightly judges. Infractions like desertion, cowardice, or insubordination can result in execution or “holy reassignment” to the most dangerous trenches. Bureaucratic systems exist in strongholds (like New Antioch), but even these courts are heavy-handed and faith-driven, prioritizing order and obedience over fairness. 3. Vigilante and Local Justice In rural or devastated regions, local priests, elders, or warlords often administer justice. Popular “justice” can be brutal: summary trials, public floggings, or ritual sacrifice if the accused is suspected of heresy. Magic and divine signs may serve as evidence — e.g., if a suspected heretic bleeds holy blood, they are declared guilty; if they survive a ritual trial unscathed, they are innocent. Society’s View of Adventurers Adventurers in Trench Crusade are typically mercenaries, relic hunters, zealots, or rogue priests. How society perceives them depends on their allegiance and deeds: 1. Faithful Adventurers Highly respected if sanctioned by the Church — particularly relic hunters, inquisitors, or champion crusaders. Private adventurers may earn suspicion unless they bring glory, holy relics, or victories. Sometimes viewed as necessary tools of war: expendable, heroic, but also dangerous if prideful. 2. Heretic or Rogue Adventurers Seen as criminals, heretics, or worse, hunted by inquisitors or angels. Some societies tolerate or even employ rogues if their work is useful — e.g., removing a Heretic infestation or capturing dangerous relics. Reputation is everything: one misstep can turn an adventurer into a target for execution or divine wrath. 3. Neutral Adventurers Freelancers or scouts often walk a fine line: tolerated for practical value but socially marginalized. Common folk respect them as strong or resourceful, but distrust their independence and the spiritual risk they carry.

Monsters & Villains

1: Temple of Metamorphosis A cult of mortals who worship primordial entities before God and Creation itself. Their goal: open doorways in Hell (even beyond what devils dare) to unleash horrors older than the cosmos. They perform grotesque rituals like the Rite of Molding, inserting larvae into the brain of acolytes so they mutate into something neither human nor demon. Why it matters: Their machinations threaten to bypass even the standard Heaven/Hell war, introducing chaos on a cosmic scale. 2: Cult of the Black Grail A heretic cult aligned with the infernal forces, particularly with Beelzebub, lord of flies and pestilence. They spread plagues, infestations, mutated insect‑demons. Example: entire villages turned to quivering living slush. Some victims are transformed into grotesque winged insect‑monsters, heralds of Beelzebub. Why it matters: It’s a slow‑burn global threat; war isn’t just by bullets and trenches, it’s by disease, rot and corruption of the living world. 3: Path of the Beast A force representing the old wild and beast‑nature of the world, long suppressed by civilization but returning in twisted form. Their transformations: humans become beasts (wolf‑men, goat‑headed, half‑beast) via some parasite or blood‑magic. Led by Horned Priests, who plot strategy, lead hunting packs, and bring this wild menace to civilization’s trenches. Why it matters: It injects primal horror into the technological trenches; it's not just Hell’s machines but nature un‑civilized. 4: Heretic Legion The main infernal human army, soldiers and war‑bands pledged to Hell’s Arch‑Devils. They use war‑beasts, possessed creatures, industrial war‑factories of flesh and metal. Their symbols: idols like the Golden Calf, and sacrificial factories in infernal domains. Why it matters: They form the bulk of the “evil army” threat, present everywhere, unstoppable forces of damnation. 5: Court of the Seven‑Headed Serpent A high‑level infernal court of demon‑lords and arch‑devils. They orchestrate the hellish wars, manipulate human and infernal forces from above. Why it matters: If destroyed or confronted, the very foundations of Hell’s war could shift — a major cosmic pivot. 6: Trench Ghosts (Undead) Souls trapped between life and death, neither faithful nor heretic, condemned to war eternally. They haunt the No Man’s Land, semi‑corporeal, still wield weapons, still kill — but their motives are twisted. Why it matters: Their existence blurs lines between faith, death, war; they are rogue threats, unpredictable.

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Frequently Asked Questions

What is The Ashborne Expanse?

In the Ashborne Expanse, an endless war forged by a shattered faith has turned Europe into a grim tapestry of trenches, diesel‑powered relic engines, and angelic commanders wielding holy fire, where prayers are as lethal as bullets. Amidst mud‑slick no‑man’s lands, faith‑bound crusaders and heretic‑driven demonic warbands clash, each side harnessing miracles and blasphemies to fuel the eternal crusade that blurs the line between divine salvation and infernal damnation.

What is Spindle?

Spindle is an interactive reading app where you become the main character in richly crafted story worlds. Think of it like stepping inside your favorite book—you make choices, shape relationships, and discover how the story unfolds around you. If you love series like Fourth Wing or A Court of Thorns and Roses, Spindle lets you live inside worlds with that same depth and drama.

How do I start a story in The Ashborne Expanse?

Tap "Create Story" and create your character—give them a name, a look, and a backstory. From there, the story opens around you and you guide it by choosing what your character says and does. There's no wrong way to read; every choice leads somewhere interesting, and the narrative adapts to you.

Can I write my own fiction?

Absolutely. Spindle gives storytellers the tools to build and publish their own worlds—craft the lore, the characters, the conflicts, and the magic. Once you publish, other readers can discover and experience your story. It's a beautiful way to share the worlds living in your imagination.

Is Spindle a game?

Spindle is more of an interactive reading experience than a traditional game. There are no scores to chase or levels to grind. The focus is on story, character, and the choices you make. Think of it as a novel where you're the protagonist—the pleasure is in the narrative, not the mechanics.

Can I read with friends?

Yes! You can invite friends into the same story. Each person plays their own character, and the narrative weaves everyone's choices together. It's like a book club where you're all inside the book at the same time—perfect for friends who love the same kinds of stories.