Necropolis Sect

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> Necropolis Sect
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> Information
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> ### Also known as
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> Dark Crusade, Crusaders, Dark Empire, Necros/Bone-suckers (by Atlanteans)
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> ### Leader
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> Dark Prophet Soma
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> ### Capital city
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> Necropolis
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> ### Member races
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> Sect Elves, Humans, Vampires, Undead
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> ### Date of origin
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> 279 Tz
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> ### Zones of influence
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> Necropolis, Black Lake, Vurgra Divide
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> ### Subfactions
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> Deathspeakers, Order of Vladd, Blood Cultists, (formerly) Order of Uhlrik
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> “The dead tell only the truth.”
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> - Digger Khep
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As the Elementals are devoted to healing the Land, the Crusaders are devoted to dominating it. Shunned, disparaged and unjustly persecuted, triumphant only through self-reliance and personal initiative, where the individual has often meant more in the grand scheme of things than the community - this is what the Necropolis Sect believes of itself. Isolated in the northeastern reaches of The Land, carving a new empire from a wilderness never tamed by the Guild, the Sect necromancers and their supporters all know that they are heir to a legacy of timeless traditions, challenged by a history of great wrongs - from their point of view, at least.

## History

After Grand-Magus Tezla’s transcarnation in 278 Tz, Elven practitioners of Necromancy—death magic—departed Atlantis with the Tezla's soul safe in a Bone Golem Avatar. They traveled to the northeastern mountains with their precious cargo to construct the Necropolis, a sprawling complex of tombs, towers and catacombs on an island hidden away within a vast mountain lake. There, under Dark Tezla's direction, the Necromancers created a meritocracy where excellence in the blood pits, bedrooms and political arenas was rewarded with dark, seductive gifts: the immortality of vampirism and the power to raise and command the dead.

With the Order of Vladd-aligned Deathspeaker Aeradon's warriors winning the Vampire Civil War, Aeradon now holds a level of power in the Necropolis unmatched by any other Necromancer in the history of the Crusade. Meanwhile, Darq the Corrupt masterminded the destruction of the Galeshi Ringed Cities – through the use of a resurrected Orc champion named Kzar Rabahn – he now rules the western deserts in the name of the Dark Crusade. As result, his army of Galeshi vampire-warriors – the Moonborn – stand as a threat to both Empire, Revolutionary and Shadow Khan holdings in the western half of the Land.

Under Dark Tezla’s guidance, as voiced by his chosen leader, Dark Prophet Soma, the Dark Crusaders are moving to take advantage of the chaos spreading throughout the Land. After years of planning, preparation and decisive strikes, the time has come for the first major campaign of the Dark Crusade. Tens of thousands of warriors, vampires, necromancers and an uncountable number of skeletons and zombies poured into Elemental League territory during the summer of 434 Tz, quickly overrunning the region’s defenders. Although the Forest Elves avoided extermination by retreating within the walls of the castle of Roanne Valle, the bloody onslaught has left the beautiful forests and grasslands of the Wylden in control of the Dark Crusade. All the while Dark Tezla, whispering his desires to the Deathspeakers that lead the Sect, plans the destruction of the imposter Tezlas and the fools who follow their heretical lies.

While the warriors loyal to the Crusaders have always had a dark flavor, this first major battle of the Dark Crusade has driven the Sect Elves into a bloody frenzy. Never before has there been such a chance to prove one’s merits in battle, or to arrange for the elimination of rivals in the heat of combat. Even as the Dark Crusade pushes its warriors to the limit, a near-religious fury has gripped the entirety of the Necropolis’ armies, from the all-seeing Deathspeakers that command the fray down to the lowliest battle-hardened Deathsinger fresh from the blood-pits. With the League seemingly on its last legs, it is only a matter of time before the Crusade turns west – towards the Empire and the Revolution – and engages enemies unprepared to face the wrath of Dark Tezla’s unstoppable armies.

With one of the key Elemental leaders, Kossak Mageslayer not just falling under the psychic control of Darq the Corrupt, but becoming a full vampire-lord under the control of the Order of Vladd, the Crusaders bear a champion of darkness strong enough to tear apart any warrior the Elementals dare send against him. After the largest attack in the history of the Dark Crusade, the armies of the Necropolis are gleefully burning and pillaging the Wylden territories, slaughtering Forest Elves and their forest-allies wherever they can catch them. While the Dark Elves have long fought against their enemies, the ascendance of Deathspeaker Aeradon's powerbase within the Necropolis gives him the ability to order and control a full-scale assault upon the hated Elementals!

## Organization

> "The soldiers of war are all death’s cousins,"
> - Great philosopher, Dantagne
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The masters of the Necropolis Sect are the Necromancers, the cadaverous, wraith­-like humans and Elves who have walked so far down the dark path that they can easily bridge the chasm between life and death. But even then, the necromancers serve the thirteen Deathspeakers, who, in turn, serve Dark Prophet Soma, the voice of Dark Tezla.

The thick taste of blood, the cold flesh of the dead, and the cries of the weak being gutted before a roaring crowd best describe life within the fire-lit halls of the Necropolis. In time, if one performs well enough within the course of the inquisitional Dark Crusade, one might be lucky enough to be made into an immortal vampire, or become a Necromancer trained to animate to control the restless dead.

In their seclusion, the Necropolis Sect has only grown stronger, with dark magicks granting them control over magespawned monsters and infusing their warriors with incredible powers beyond the normal grasp of most other races or factions. They have the ability to blend with the shadows, to feed off of life’s force and, in the ultimate display of their necromental mastery, to raise their dead. In this last power there is something to be said for intimidation, for while creatures of the night and fanatical warriors rage against an enemy line, hands are clawing their way out of graves to answer the summons of the dark masters.

### Slaves

Sect Elves with the assistance of Zombies frequently conduct raids into Wylden territory to capture slaves from Forest Elf villages, with some promising ones being thrown into the blood pits to become Nightblades and Nightstalkers.

### Relations

The Necropolis Sect and the Knights Immortal have clashed ever since the Sect made its new home at Isle Fey - Necropolis - more than a century ago. Blademasters frequently lead troops against the Sect in hope of limiting the advance of the foul Necromancers, and as a way of preserving the living from the atrocities of the dead.

It is believed that a series of Sect incursions were attempted into Freyhaven, as a means for the Necropolis Sect to find a way through the impenetrable Rivvenheim mountains. While the Deepwood Sentinels made quick work of the Sect’s scouting parties, and have maintained firm control over their protected slopes, it is doubtful that the Sect’s interest in finding a hidden pass has died.

## Notable Members

Necropolis Sect Notable members
 Darq the Corrupt | Order of Vladd | Undead

## In tabletop

Necropolis Sect warriors have talents in areas completely foreign to Atlantis and Elementals. These Dark Elves and Vampires are skilled in Flight, Vampirism and Necromancy, with a heavy dose of Stealth thrown in. The Sect’s weakness is an almost complete lack of ranged attacks. In battle, a Necropolis army will not heal its wounded fighters. Rather, if they don’t have the ability to heal themselves, Necropolis warriors are left to die so that they can be raised from the dead later in the fight. Though this is a very strong strategy for battlefield longevity, it is degenerative in most game situations. Since victory points are scored whenever a figure is eliminated, Necromancy will ultimately fail as warriors are killed over and over in the same battle. This allows opponents to build up insurmountable point leads. However, when used wisely, Necromancy will be able to turn a battle in the Sect's favor when a key figure is brought back at a crucial point.

*****Necropolis Sect*****

***Factions Portal***

1. ↑ 1.0 1.1 1.2 1.3 https://web.archive.org/web/20010609213610/http://www.mageknight.com/article.htm?cid=19037
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
3. ↑ Mage Knight Rebellion Trading Card Game
4. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
5. ↑ https://web.archive.org/web/20020815174425/http://www.wizkidsgames.com/mageknight/figures\_landing.htm?cat=necropolis