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Noxtton Necropolis

Overview:


The necropolis of Noxtton was created in 1671 with the motive to organize a chaotic situation of the place at the time, and also so that Stygia could educate these barbarians in the ways of the afterlife civilization of Stygia. There were conflicts with the spirits of the natives who already had their own ideals and organization and powerful shamans and also with the vampiric and necromantic Verrazzano Family, who maintained control of the place for many years and this shaped the posture of apparently indirect and modest agents of the necropolis of nowadays, as the Anacreon still remembers the events. The Anacreon prefers to avoid trouble, but eventually the Iron Duke bare his fangs and show why he is the leader of the land of glorious freedom. The Necropolis maintains its territory held in the city of Noxtton and is advised by the legions not to expand or share territory with other groups.

The Anacreon who commands the place is a Usurer from the Silent Legion. He is a tough 500+ years old, secretly a Solicitor and more competent that people give him credit for. His command appears to be lighthearted and easygoing, envied by the inhabitants of other necropoli, but in reality he is secretly very meticulous and controls everyone with money and authority. His shadow screws up his control at times, causing disaster to ensue, but the blame hardly falls on him.

His general stance with other groups and laws are as follows:
Rebels: Capture and take to the Citadel

Heretics: Kill. Not chatting, not capturing. To kill.

Vampires: Avoid and report to the necropolis.

Giovanni: 15 Obols per head.

Mages: Avoid and inform.

People who have a youtube channel about ghosts: You can scare a little if you want, but don't show up.

Living: It's just not worth interfering.

There are also several other Distinct Individuals that reside in the Necropolis:
The Sister: An Oracle from the Legion of Fate who is especially progressive and constantly tries to change things for the better, and tries to make the Necropolis more peaceful. She always chooses piety over death, with the many destructive harrowings have been executed to the sound of her protests, tho she is unfazed. It is unknown how old she is, but she is an esteemed member of both the guild and the legion.
The Scourge: A former Helldiver who got tired of going in the Labyrinth and fighting Specters, and now wishes to live a quiet afterlife as a punisher. He got his wish, now serving the Noxtton Necropolis as a dealer of pain and punishement. It is said that he once was a preacher in life, though the circunstances of his death are as shrouded in mistery as the man himself, but his constant ramblings about God do give the theory credit.
Nick: He is a Renegade who resides in the Necropolis, offering his services as a seller of unique and curious items. No one really knows where he stays, never really staying on one place more than once, but he can be found randomly, whenever someone has need of his wares. (Secretly it's a group of 16 Wraiths who all wear the same mask.)
Ferrus: A centurion in charge of the security of the Necropolis. A bit of an asshole and paranoid, but a very responsible guy once you get to know him better. Always full of problems and always full of rewards in obols and boons.
Pietro: A Masqueur of the Iron Legion, expert user of several Arcanoi, but a great genius of Moliate. He seems fascinated by the society, economics, geopolitics, and other things of Wraith society. Always excited, unlike most wraiths. (Actually he is a mage of moderate power projected into the lower Penumbra)

Alterations

Over the course of the centuries many alterations have been made in the Necropolis, most having to do with facilities that better maintain the foothold on the city. Some, but not all, are:

Soulfire Bonfire: Requires a bit of Pathos eventually, but serves as a light source for torches and brings peace of mind to those in need. Contains an effect that allows you to heal Corpus faster.

Bar: A place to recover Corpus and drink with friends, a common passion.

Restaurant: If you forget that the food is Corpus from a drone, that's kind of cool.

Theatre: Three times a day, a Chanteur sings for the audience.

Chantry: Get punished severely by the Scourge, an energetic Pardoner who's tired of being a helldiver and wants a peaceful afterlife after losing the passions harnessed in a catharsis.

Armory: Those embarking on a quest can pick up basic equipment here.

Laboratory: Experiments are done here, to develop new uses for the necropolis and the legions.

Stores: Usurers offer all sorts of things you might be interested in for a price, of course.

Stables: Used to house the Stygian Horses inside the Citadel. They are separated into Legion and respective Equites, being used as a Quick Response Force in case of any invasion or incursion.

Aside from these there are also many more bureaucratical and social areas that make up the Necropolis.

Architecture

While the Necropolis itself covers most of the city, the Citadel encompasses a region in upper Midtown. The architecture of the Citadel has chaged quite a bit since it's inception in 1617 AD. At first, when Midtown was being settled, the Necropolis centered around a small mansion, home to an influential newspaper owner, then, when the American Revolution began, in 1776, it had changed to an administrative center after the owner had passed away. When the Civil War broke out it became an Abolitionist center, working with the Underground Railroad to bring escaped slaves to the North. During the 20s and 30s it became a storage for smuggled alcohol during the Prohibition and during World War II it turned into a government building centered around gathering War Bonds. It stayed abandoned in the Skinlands for a long while, until the government demolished the aread, now it is a chain of abandoned buildings, that were a housing project during the 80s, they degenerated into seedy hotels that cater to unsavory indiviuals.

Defenses

Stygia is a military-centric society, the Hierarchy reflects this excellently, so it wouldn't be a surprise to know that one of their most important citadels has an extensive defensive apparatus. The Iron Duke has instilled a rigorous doctrine for the defense of the city, working closely with engineers and architects to build his Citadel and Necropolis into a veritable fortress. The Iron Duke has divided his defensive strategy into two separate structures: The Inner Wall and the Outer Wall.

The Outer Wall: The so called "Outer Wall" is an external defensive line composed of Trench Networks with bunkers and forts, spanning the outside of the Necropolis, forming a defensive ring around the Necropolis. The main strategy involving the Outer Wall is of a Twin-Doctrine based around the ideas of bleeding out the opponent and rapid cooperative counter-attacks. Infantry man the trenches, supported by both machinegun emplacements and artillery, their job is to hold the line and bleed out the enemy, by any means necessary. While the forts, which are spaced between positions and behind the trench line, are maned by Equites cavalry. Their job is to respond quickly to enemy assaults on infantry positions, flanking the enemy units with their superior mobility and trapping them between their charge and the frienly trench.
When attacked, the prepared positions are to hold the line, calling reinforcements from the nearby forts, which are staffed by Argos wielding wraiths to better communicate, the infantry's job is to hold the line, trying to keep the enemy away from gaps in the line, using superior firepower and defensive positions until the cavlary charges the enemy's rear. If the enemy succeeds in taking a trench, the remaining forces are ordered to withdraw to the fallback line, while the recently taken trench is bombarded by artillery, weakening the enemy and allowing the counter-attack to retake the position. But the Iron Duke's experience in the Silent Legion had taught him the importance of both Light Infantry and Sallys during sieges. When the enemy is preparing attacks and/or establishing positions, light infantry squads are sent to disrupt and raid the enemy's positions, be they an encampment, trench or bunker. 

The Inner Wall: While the Outer Wall is a defensive system meant to stop enemy invasions before they gain a foothold on the Necropolis, the Inner Wall is designed to make the afterlife of any invader a living hell. The Inner Wall is the brainchild of Ferrus, the Centurion in charge of security of the Necropolis, his experiences in sieges, as well as his boredom, gave him ideas for an inpenetrable fortress. If an enemy force were to surpass the Outer Wall, then they would still need to conquer the Citadel to take the Necropolis, a task far more easily said than done. When the opposing forces entered the city, they could have to contend with several prepared emplacements and killzones, all filled with machineguns, grenade lauchers and maned several veteran legionnaries. These carefully prepared killzones, for each emplacement is never alone and always complemented by two or three more, are a challenge in of itself but the real challenge is the Wall that protects the Citadel itself. A giant 200 Meter tall wall forged from the finest Stygian steel in the shape of a star fortress, a structure that oversees a final trench sorrounding the citadel, the first line of defense for the last stand.
The Walls are shaped in the form of a Star Fortress, each of the eight tips are manned by artillery, machineguns and anti-aircraft weapons, all overlapping with at least two others, giving defenders ever more killzones to funnel the enemy into if they wish to take the Necropolis, if they can pass the trench that is. All of this is supported by the secret weapons of the Iron Duke: Planes and Ships. Noxtton has always had a violent maritime history, with it's ports being used to make warships since the inception of the docks by the Kaine family. Ever since the Americans fought at Sea the Iron Duke gained a new addition to his navy, which is divided in two: a military and a trade navy. The first one bombards the enemy positions from the sea and the second makes sure the defenders are never out of ammo and supplies, as his Usurer connections make sure Noxtton is always supplied with the best equipment possible. The planes are a more recent development, and the Iron Duke has only 2 Squadrons of fighters and bombers, but they are invaluable for maintaining air superiority and harrassing enemy positions.
Founding Date
1617
Type
Acropolis / Citadel
Parent Location
Ruling/Owning Rank

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