Trench crusade

FantasyHighHeroicGritty
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Nov 2025

In Trench Crusade, the world is a never‑ending war‑zone where 20th‑century trench warfare collides with demonic invasion and divine miracles, turning every no‑man’s land into a blood‑stained battlefield of faith and corruption. Soldiers, zealots, and warbands fight not only for territory but for relics and souls, as Hell’s gates bleed infernal technology into the mud‑slick trenches while angels and saints bestow blessed armaments in a grimdark crusade of eternal conflict.

World Overview

1. World Overview 6 The setting splits from our history at around the end of the First Crusade (~1099), when a heretical band of Templars opened a gate to Hell at Jerusalem. Wikipedia +2 greenstuffworld.com +2 Fast-forward ~800 years, the year is 1914 (in the world of Trench Crusade). greenstuffworld.com +1 Technology level: A slightly modified late-industrial/early 20th-century tech (guns, trench warfare, heavy artillery) mixed with divine/occult engineering, alchemy and demonic artefacts. Wikipedia +1 Unique elements: endless trench networks, Hellish invasion, religious fervour and demonic corruption drive the conflict. The world is now one big war-zone between the faithful and the heretical/demonic. The tone is grimdark, but wrapped in the heroic zeal of crusade and the horror of war. The visual and narrative style emphasises mud, trenches, bayonets and supernatural terror.

Geography & Nations

2. Geography & Nations 6 The world has been fractured by the demonic invasion and continuous trench-war. Vast “no‐man’s land” zones filled with wreckage, trenches, blasted landscapes. greenstuffworld.com +1 Major nations/factions include: Principality of New Antioch: A Christian stronghold in the Levant keeping the line against Heretic forces. Wikipedia +1 Sultanate of the Iron Wall (also: Iron Sultanate): A major Islamic-faith region, protected by a giant “Iron Wall” given by Allah to keep out the forces of Hell. Wikipedia +1 Eire: An island nation west of England, part of the Faithful, known for skirmish warfare and the elite Fianna. trench-crusade.fandom.com Geography is less about conventional “countries” and more about war-zones, trenches, front-lines, shattered lands. The map emphasises the eternal battle-front. The “no-man’s land” between Faithful and Heretic is a constant presence — a deadly buffer zone of trenches, craters, ruins.

Races & Cultures

3. Races & Cultures 6 The primary “races” are humans of the Faithful and humans corrupted or allied with the demonic/dark side (Heretics). It’s less about multiple fantasy races and more about faith, corruption and allegiance. Cultures: The Faithful: Christian, Muslim, Jewish etc, though re-interpreted in this world. Unity under the Faithful against Hell. Wikipedia +1 The Heretic forces: human (and post-human/inflicted) cultures who side with demons, corrupted Templars, demonic artefacts and technologies. Trench Pilgrims: a cultural/faith group of volunteer zealots from many lands, crossing national and cultural lines in service of the Crusade. Polygon +1 Relationships: Faithful nations often cooperate (sometimes reluctantly) to stem the demonic threat. Heretic factions collaborate opportunistically. The whole world is fractured by war. Territory: Faithful hold strongholds; Heretics dominate much of the invaded lands; the front-lines are constantly shifting.

Current Conflicts

4. Current Conflicts 6 The global war: Since the Templar’s heresy unleashed Hell, the world has been locked in a prolonged war between the Faithful and the Heretic/Demonic forces. Wikipedia +1 Key conflict zones: The trenches and no-man’s land between Faithful strongholds and Heretic domains. The war is attritional, brutal, and never ending. greenstuffworld.com +1 Factions clash not only for territory but for relics, souls, power, faith and damned technology. The Heretics have developed dark metallurgy and monstrous war machines. i.4cdn.org +1 Political tension: Even among Faithful there are competing nations/cultures (Christian / Muslim / Jewish) each trying to assert their role, while the Heretics exploit divisions. No war of pure frontlines — espionage, sabotage, trench raids. Recent triggers: The trench-fronts grow more chaotic; relic hunts intensify; nations push offensives; demonic incursion increases. All give ample opportunity for adventure: warband missions, trenches raids, relic retrieval, last-stand battles.

Magic & Religion

5. Magic & Religion 6 Magic/Divine Power: Religion and the supernatural are deeply woven. Divine blessings, relics, occult metallurgy, demonic pacts: all exist. The Faithful wield relics and miracles; the Heretics wield corrupted artefacts and infernal engines. greenstuffworld.com +1 Use of magic: Not generic “wizard-spell” fantasy. Instead: blessed arms/armour, artefacts, alchemy, demonic corruption, theological engineering. Example: the Heretic forges hell-metals that burn body and soul. i.4cdn.org Religion: For the Faithful: A unified Christian doctrine (New Syncretic Orthodox) dominates many Christian lands. Wikipedia For the Islamic world: The Iron Sultanate under the Iron Wall, Allah presides and grants the wall’s protection. Reddit The demonic side: Hell is a real realm, ruled by fallen angels/primordial entities. Heretics and demons leverage it. trench-crusade-english.fandom.com +1 Who can use it: Soldiers, zealots, war-machines and warbands who either carry blessed relics (Faithful) or corrupted war-gear (Heretic). The skill lies in faith, sacrifice, hazard and survival. Deities/Influences: Christian God (via the Faithful church), Allah (via the Iron Sultanate), demonic powers (Hell’s princes). The theological stakes are real: souls, faith, damnation.

Planar Influences

Planar Influences 6 In this world, other planes do actively interact with the material realm. The opening of the Gate of Hell at Jerusalem in 1099 is a pivotal event: the mortal plane and the infernal realm (Hell) began bleeding into each other. Squarespace +2 trench-crusade-english.fandom.com +2 The demonic realm sends forth legions, infernal weapons, and forces that translate directly into the war on Earth. Squarespace On the Faithful side, divine or angelic powers intervene: relics, blessed alloys, holy programs (e.g., paladins entering Hell itself) show that a “heavenly” plane also intersects. Squarespace The interaction tends to be violent, war-driven, and unstable: the material world is scarred by trenches, Hell-gates, and planar bleed-effects (corrupted metals, demons in no-man’s land). Practical result for adventurers: planar anomalies occur at front lines, Hell-spawn appear, divine artefacts surface from beyond, and certain missions may involve entering the infernal plane or combating its influence on Earth.

Historical Ages

Historical Ages 6 First Age (Templar Heresy & Gate Opened 1099): The legacy begins when the Knights Templar discover a demonic artefact in Jerusalem, open Hell’s gate, and unleash the Heretic and demonic invasion. Squarespace +1 Middle Ages & Ruin Era: Over centuries, the Faithful and Heretics wage war; cities fall (e.g., old Antioch destroyed in 1545) and technology/warfare evolves. Squarespace +1 Modern War Era (c.1890-1914): Industrial technology mixed with divine/occult engineering; trenches, no-man’s land, global fronts. ĀAccording to the lore sampler, by 1914 the world is locked in a stalemate war. Squarespace +1 Ruins & Legacies: Ancient vaults under temples, ruined cities, Hell-gates, corrupted alloys, old battlefields turned trenches — all are the heritage of earlier ages. Those ruins serve as adventure sites: relic-hunting, exploration of collapsed cities, confronting leftover planar bleed-zones.

Economy & Trade

Economy & Trade 6 Currency: While specific denominations aren’t highly detailed in publicly available lore, the world uses industrial‐era economies of nations (factories, heavy war production) and trade in artefacts, metals, weapons, relics. Trade routes: Because of the Great War and trenches, front-line logistics are vital. Supply lines to “No Man’s Land”, movement of relics and materials (e.g., orichalcum, holy alloys) matter. The coastal/naval trade (Heretic submarine raids mentioned) show maritime routes too. Squarespace Economic systems: Nations devote huge resources to war: factories, foundries, engineering labs (both Faithful and Heretic). The war economy dominates: armaments, alchemy, heavy artillery. Commerce of the supernatural: Relics recovered from Hell-gates, artefacts of divine or infernal origin are a premium. Adventurers may trade or discover these. For adventurers: Access to supply, gear, rarities (holy or infernal) is part of the game world. Smuggling, black-market of infernal weapons, relic hunting — all fit in.

Law & Society

Law & Society 6 Justice: In Faithful societies like the Principality of New Antioch, law is dominated by the Church (the unified New Syncretic Orthodox) and militarised religious orders. For example the “Office of the Propagation of Virtue” monitors doctrine, heresy is executed publicly. Squarespace Society’s view of adventurers (warbands): Warbands are normalised. Society honours those who join the war effort (“Trench Pilgrims” from every nation volunteer). Adventurers may be seen as heroes, zealots, or mercenaries depending on their purpose and allegiance. On the Heretic side: Cults, chaos, subversion exist outside law. Normal mortal law is broken in invaded lands or front-zones. In front trenches: customary “law” is martial; command, loyalty, faith are supreme. Deserters face harsh punishment. For adventurers: One might serve under lawful authority, or operate as independent warband with sanction. They must navigate religious/military hierarchy, survive front-line justice, and perhaps work outside formal society (smugglers, relic hunters) where law is looser.

Monsters & Villains

Monsters & Villains 6 Specific threats: The Cult of the Black Grail: servants of the arch-devil Beelzebub, spreading corruption via demonic infection (Black Grail) and monstrous warbands. Squarespace +1 The Heretic Legions: human and post-human forces allied with Hell, using infernal weapons, corrupted armour and war-machines. trench-crusade-english.fandom.com +1 War-beasts, infernal artillery, demons of Hell: The Gate’s opening means creatures from beyond (Hell) can manifest on Earth. Squarespace Ancient evils: The Artefact found by the Templars, the Gate of Hell, the old ruins of Antioch, etc. The demonic weapon that destroyed it is a legacy threat. The adventuring opportunities: tracking cults, rescuing infected towns, raiding Hell-spawn strongholds, recovering or destroying infernal weapons, fighting monstrous war-beasts in trenches.

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Frequently Asked Questions

What is Trench crusade?

In Trench Crusade, the world is a never‑ending war‑zone where 20th‑century trench warfare collides with demonic invasion and divine miracles, turning every no‑man’s land into a blood‑stained battlefield of faith and corruption. Soldiers, zealots, and warbands fight not only for territory but for relics and souls, as Hell’s gates bleed infernal technology into the mud‑slick trenches while angels and saints bestow blessed armaments in a grimdark crusade of eternal conflict.

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 Trench crusade?

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.