[center][h1]Sands of Anathema[/h1] [img]https://ksr-ugc.imgix.net/assets/038/162/977/46d9bbe05a6b9c72ee39718f6fc92217_original.jpeg?ixlib=rb-4.0.2&w=700&fit=max&v=1659531239&gif-q=50&q=92&s=19a58eadff0ec55164a85a67a46b2cc9[/img] [i](Credits to Mike Franchina for the artwork)[/i][/center][hr] [center][h2]A History of Sanctuary[/h2][/center] Nobody remembers what life was like prior to the invasion. Nobody remembers those days of peace before the lingering oppression of Hellspawn. What we know — that accursed knowledge passed from father to son, a tale seared into the very soul of every inhabitant of the Sanctuary — is simply how it happened. God remained silent for millennia while transgression piled atop transgression. Our sins rivalled that of our forefathers from before the Deluge. But this time, it was not a flood that wiped us out, nor was it God who passed judgment upon mankind once again. It was a great storm of fire emerging from the depths, its gluttonous maw desiring man's spirit. Sore-covered, pus-filled, grotesque creatures poured into the world from the caverns formed by the flames, slaughtering, raping, and pillaging. However, it wasn't primarily the demons who were to be feared, but those men whose seeds of corruption had blossomed into unquenchable lust and bloodthirst. Brother turned against brother, father against son, mother against daughter, as an overwhelming heretical madness swept across the earth. Mankind was too corrupt to be saved, some believed. Perhaps the Devil thought the same and took his chances, and so unleashed the Blight. Mankind was consumed by the Blight, turning the affected into mad, horrific, twisted creatures. There was no divine intervention to halt the incursion. Only death and suffering. Cities were razed and entire armies were scattered by the mere slicing of a flaming cleaver. The countryside, too, was turned to ash, while the waters were made bitter with dark unnatural poisons. Survivors, saved from complete annihilation purely by faith, banded together and moved in the shadow as the raving heretics hunted them down. It was as if God abandoned man. But, in the midst of darkness, there was a miracle: an angel appeared before those who were left, like the Star of Bethlehem, pointing towards hope. In the Atlantic, the earth shook violently, and an island arose from the depths, unmarred by the Gates of Hell. Whether God meant for this isle to be another Ark for man to start over again or something else, nobody knew. All people knew was that it was a light in the dark: a Sanctuary in a hostile world. And so it became known as such. Makeshift ships built in secret harbours sailed for the unknown land. The survivors built the city of New Jerusalem and began to multiply under the guidance of the Twelve Founding Houses and the Remnant Church. In the century of relative peace that followed, man prospered. Despite its isolation, the demons inevitably discovered Sanctuary. Their horrors launched a great siege of New Jerusalem, with armies of heretics and blasphemers riding atop great ships of flame and iron. Though Satan's forces were ultimately repelled, part of the land was cursed and became uninhabitable. The tragic truth came to light: humanity was unprepared. And so, the Church and the Twelve Houses embarked on a mission to fight back. With that declaration, another angel appeared before man like the blinding sun, this time with a flaming sword directed towards the mainland. Armies were rebuilt, and crusader knights nobly drew their swords with a single dream: to retake the world and banish the curse that afflicts the land. Thousands have gone before you. However, in the last Crusade, something else was discovered, hidden beneath the grounds of an ancient monastery: a prophecy that could change the course of the neverending war. The bells toll. The Church signals the dawn of a new Crusade — one that would put to shame the others in terms of sheer scale. Now, take your blade and reconquer in God's name. [hr] For the past six centuries, New Jerusalem carved a path into the Old World. The greatest of the Crusades was the Eighth, conducted only a few decades ago. From the walls of New Tyre came an expedition of 300,000 men. Spurred onward by the Cross and spearheaded by furious and zealous knights, the Hellish armies struggled to organise themselves into a line. It seemed as if the whole of Western Europe could be reconquered, if not for the Pyrenees halting the armoured advance. The Ninth Crusade was called to break the stalemate in the trenches, but the gains were marginal in contrast to the amount of blood shed to achieve them. However, it proved necessary, for in the mountains, an old desecrated monastery was found. It became a fortress for the Knights of Galicia and their men. While blessing the ground to remove the curse upon the soil, a soldier discovered a skeleton clinging to a wooden chest. Inside was a manuscript written by the last of the monks, to whom a revelation was given: in the Holy Land lies salvation, for the very land on which Christ was crucified remained untainted, yet inhabited by the enemy seeking to hide its significance. In that land lies an object, or perhaps a power that could seal the Gates of Hell and reverse the curse inflicted upon the land. You were one of many thousands upon a fleet of heavy ironclad landing steamships at the vanguard of the Tenth Crusade. After the victory at the Naval Battle of Sardinia, the demonic fleet in the Mediterranean was in full retreat, and the signal for the landing fleet to set sail was given. It was the largest expedition in the history of Sanctuary, with over 500,000 men — nearly ten percent of the entire population of New Jerusalem — poised to strike. The winds of fate were in your favour. Or, so you thought. The landing was uncontested, and neither were the first conquests of settlements. However, your intuition told you that something was horribly wrong. Then, one night, as you camped in one of the deserted villages near the shore, a shrill cry filled the night. You awoke, along with a few dozen others. Rifle in hand, you stumbled out of the barracks. From the starless dark came a mass of flames charging at the village. As they entered the light of the base, you saw the hideous visage of the heretics: twisted, inhuman forms, carrying all sorts of unholy paraphernalia about them. The alarm rang as the sentries spotted them, but it was too late. Their destructive charge dealt a killing blow to your entire company. One way or another, you manage to retreat to the small fortress on the shores of the Levant as one of the handful few who survived the all-out surprise attack along the entire front. Furthermore, in the horizon, a massive storm cloud formed, no doubt the work of some witch, battering the Holy Armada and cutting off the vanguard. Cut off and with no avenue of retreat, the survivors began gathering into a series of small ragtag regiments. You look around you and see pain and misery in the eyes of your brothers. And yet, you also see determination. With scorn in your hearts, you march off into the deserts of unfaith... [hr][center][h2]Units and Factions[/h2][/center] [hider=Units] Note: These Military Occupations will determine your character's primary role in the newly-built squad. Some of these will also determine your character history and temperament. Not all slots have to be filled up. [h3]Infantryman[/h3] The backbone of any army, the infantry is made up of men from all walks of life. They carry small shovels, rifles, pistols, and are protected by cheap, yet effective, munitions armour. While not as manoeuvrable as the cavalry, or as heavily-armoured as the Mechanised Infantry, they are nevertheless tactically flexible, and are the most numerous. [h3]Mechanised Infantryman[/h3] The Mechanised Infantry, also known as the Men-at-Arms, are a specialised type of infantry trained in the use of Edessa-Class power armour, and sometimes assist armoured vehicles. These hulking machines sometimes act as the hammer of military operations due to their sheer defensive and offensive capabilities, but they are slow. Hence, their points of attack are often exploited by their brethren in the regular infantry and the cavalry. [h3]Stormtrooper[/h3] Also known as the Legion of the Good Death, Stormtroopers are extremely well-trained commando infantrymen, specialising in close-quarters combat, infiltration tactics, and deep operations. They are the most tactically agile infantry unit. They have high casualty rates, but also have the highest success rates, second only to the Sword Brothers. They are armed with the newly-produced Mk12 St. Gabriel Possenti submachine guns, and are known for charges across the frontline. Because of their smaller size compared to cavalry, they do not instill as much fear, but present a much smaller target. Their deadly firepower makes them feared, even among heretic ranks. [h3]Penitent[/h3] These are not warriors, but criminals guilty of heresies and blasphemies within Sanctuary, but did not fall victim to the Blight. Most of those found guilty of such acts are often executed by the Inquisition and the Witch Hunters. However, those few who turn their backs on their evil ways are sometimes given an opportunity to be pardoned after their deaths. Protected by holy seals and forcefully indoctrinated into the tenets of the Church prior to their deployment, the Penitents are armed with nothing but their religious devotion. At times, Penitents may be made of soldiers afflicted with Blight. Their descent into madness would be halted, and their transformation prevented by the holy seals. [h3]Cuirassier[/h3] The cuirassiers are divided into two: nobles seeking the thrill of adventure and speed, or non-nobles who desire a quick path to glory and fame. Joining came with a caveat: though you earn quick glory and a large amount of coin, you are definitely more likely to die than the average infantryman. After receiving the blessings of their chaplains, these mounted warriors ride into near-certain death with nothing but hope, scorn, and faith in their hearts, striking fear into their foes as a thousand voices chanting warcries drown out the sound of hostile gunfire. [h3]Sword Brother[/h3] The Sword Brothers are composed of both mounted and foot Crusader Knights. Though many are thought of as being of noble descent, most are actually non-nobles. All who enter the Brotherhood take vows of chastity and poverty, and give up their wealth to live as monks, working, praying, and training in their every waking moment when they are not in the frontline. The Sword Brothers are divided according to the Chapters where they are trained and knighted, which are as follows: the Knights Templars of the New Temple, the Knights of New Tyre, the Knights Hospitaller, the Knights of Galicia, the Knights Antiochian, the Marian Knights, and the Knights of Edessa. However, they are brutal in warfare, showing no mercy to heretics that dare stand in their path of conquest. Moreover, their sheer faith and understanding of demonic entities equips them with the weapons to combat the otherworlders whenever they may appear. [h3]Hospitaller[/h3] The Hospitallers are an Order of Sword Brothers trained in the art of medicine and healing. They are the primary builders, wardens, and defenders of hospitals behind the frontline. While they do not have a cure for the Blight, they are also capable of administering potions that could lessen its symptoms. Furthermore, they also adopt the role of combat medic. Despite their role in healing, they do not shy away from combat. Like other Sword Brothers, they revel in the destruction of the heretic and the demon. [h3]Paladin[/h3] Paladins are a very rare breed of holy warriors, specialised Sword Brothers equipped with strange arcane technology known only to the Church and her exorcists. They are extremely special, having been born with the so-called "God-Seed," which completely protects them from the effects of the Blight. They are raised by Sword Brother monks since childhood to teach them devotion, and to arm them with the capability of combating demonic entities themselves. However, they do not simply exterminate demons wherever they may be found on the physical plane; the Paladins often plunge themselves into Hell itself to cut down demons whenever necessary, with some legends suggesting that they are capable of defeating demon generals and dukes in single combat. [/hider] [hider=Factions] [h3]Sanctuary[/h3] The Most Serene Republic of Sanctuary is a primarily thalassocratic empire ruled by the Two Cities: the Twelve Houses headed by the aristocratically-elected Dux of Sanctuary, who were the first leaders of the settlement, and organised the creation of New Jerusalem; and the Remnant Church ruled by the Bishop of Rome and the Holy See, which retained the traditions of the prediluvian Catholic and Orthodox Churches. Both rule from the city of New Jerusalem. The Bishop of Rome arguably holds more power due to the religious nature of their conflict with the outside world. In its early years, the fledgeling nation resembled a decentralised medieval kingdom, but after the Great Siege of New Jerusalem six centuries ago, wherein witches living within the confines of the island allowed for the corruption of a portion of the land, more centralising, totalitarian reforms were undertaken for the security of humanity. The actual administration of the nation is divided into Sanctuary itself, as well as Outremer, which is a collective term for its overseas empire. The latter is ruled on behalf of the Two Cities by military governors, who defend their conquered land from marauding heretics. Sword Brother monasteries are scattered all over Outremer, acting as the shield of the communities that sometimes begin to thrive in those areas, or acting as its sword when the need to expand arises. [h3]Gate of Hell[/h3] The Gate is the collective term for the demonic forces opposing Sanctuary. They originated from cracks in reality after a series of accursed miracles in the 22nd Century. Out of nowhere, fire rained down from the sky, and caverns under the earth broke into the surface, allowing the first demons to crawl into the world. With the Blight, they infected the world and many of its inhabitants. The waters were poisoned and nature turned twisted and otherworldly. Fauna became hyper aggressive, and the flora began consuming human flesh. Many died in the initial weeks of the invasion. Part of the survivors became afflicted with the Blight as well, but instead of dying, they were instead instilled with a zealous devotion for the demonic beings, worshipping them as gods. These men became known as the heretics, and were imbued with an immunity to whatever supernatural poison had inflicted the land. They serve as the Gate's primary manpower pool. However, the real power behind them were the demons of Hell, who hold significant influence over the heretics. They are twisted and terrifying in appearance. A simple gaze at these creatures would be maddening to the unfaithful. The Church conventionally teaches that Satan is overlord of the demonic forces, but this is not entirely true. He is head of their empire, but in reality, the Hellish legions themselves swear loyalty to their immediate demon nobles, dukes, and princes. [/hider] [hider=Character Sheet] [code] [b]Name:[/b] [b]Age:[/b] [b]Gender:[/b] [b]Occupation:[/b] __________________________ [b]Team Size:[/b] How big is the unit that you command? [b]Team Composition:[/b] Standards went out the window after that surprise attack. You must make do with what you have. Your team composition is based on your occupation, but vary in equipment and weapons. This is highly customisable according to your preference. __________________________ [b]Personality:[/b] [b]Appearance:[/b] [b]Equipment:[/b] __________________________ [b]History:[/b] [/code] [/hider] Hello everyone, and welcome to the Sands of Anathema (yes this is a working title). Apologies for the long read, I had too much fun laying the foundations of this world. As you can see from the artwork posted above, this was inspired by Mike Franchina's artwork for Trench Crusade. So, what is this RP? It is a military-centred RP detailing the battle between you, a squad of survivors from the abandoned vanguard of the Levant invasion army, and the hellish forces consisting of heretics, mutated beasts, and grotesque demons. Some of you may be confused by the technology here. Imagine WW1 tech (with relatively primitive firearm and artillery technology), but mixed in with futuristic machinery, magic, a bit of steampunk, and a shard of medievalism. Just imagine Crusader knights charging on horseback, carrying both broadsword and high power carbine while also being able to teleport into hell, or a soldier in desert camo fatigues equipped with an armet and cuirass firing a bolt-action rifle accompanied by a suit of power armour. You will be playing as a group of survivors commanding small teams of your own, working in conjunction with one another as non-commissioned officers in a company as you get sent on missions by the garrison commander, Lord Baldwin of Tarsus. Your ultimate goal is to find the source of power which prevented the Levant from falling to the Blight, and hopefully, to unlock the secret to defeating the demonic hordes. If you wish to give suggestions, feel free to comment!