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The Seven Skulls


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The Seven Skulls

General Information:

What do the Seven Skulls do?

The Seven Skulls rob, cheat, murder, assassinate, and serve as mercenaries to many countries. The Seven Skulls are on the path to power, and they do not feel like stopping any time soon. Led by the Faceless Man, the Seven Skulls strive to succeed in any way possible, usually involving villainous actions.

What is the Seven Skulls?

The Seven Skulls is a group of bandits led by a Council, which in turn is lead by the High Councilor. The High Councilor, known as the Faceless Man, created this small gang of bandits, and could not think of a name more appropriate then the Seven Skulls. The story of how it came to be is as follows:

Lore:

Part 1: Origins

A body lays slumped in the gutter of Galahar. A single masked man sheathes his blade and smiles. Another easy kill, another job heading towards completion. As the blade retracts into his sleeve, he pulls of his mask, and his clothes instantly change to that of a Galahar Guard’s. He runs to Sir Braxis and reports of the murder, only saying a masked man slew him. Braxis, alarmed at the prospect of a breach in security, runs to gather guards and knights alike to find and stop the menace. If only he had known that the menace had simply walked past him.

The Faceless Man, in Galahar at least, was known as Redbain Adelban, a trustworthy guard, good drinking buddy, a bit clumsy, good with a sword, and an overall good man. What the people of Galahar didn’t know, was the Redbain was also known as the Faceless Man, a masked terror and a name that brought fear to the hearts of those in Galahar. The fool, mistaking the Faceless Man for Redbain, as Redbain was also the leader of a mass Criminal Organization known only as Circle Nine. May knew not of it, and the extent of its power, but Faceless knew. His old pal and associate Ashdourne Addlerwood was second in command. He does all the work, Faceless brings in the profits.

The Faceless Man, after slaying the man, then reaches his goal, a small box in the middle of the Guard Office. Slowly, careful to make sure no guards or citizens were watching, he picks the lock and pulls out important documents concerning Circle Nine. It was a set up. As Redbain turned around, he noticed a single man hiding in a tree, watching Redbain’s every move. Redbain shouts and moves to attack, but the man is too fast. Eventually, Redbain, or more appropriately, Faceless, catches up with the man. The man moves to stop his attack with his fore arm, but fails. The blade slides up into the man’s gullet. A gruesome death it is to choke on your own blood, if only the man had minded his own business.

Faceless steps over his body and reaches into the man’s many pockets. He pulls out three items of interest. A small skull, a note, and a sketchpad, in which Faceless’s likeness had been drawn. Pondering all three, if they had any ties to each other, Faceless opens the note and his jaw goes slack as he reads. The very same note has been preserved and is now in the small museum of artifacts in the Skulls Guild Hall. It read:

”We have been watching you, we know who you are. You are good at what you do, we cannot lie. The man you just killed was unable to read and had no idea what this letter said. We simply told him to find you and draw your likeness. You have killed an innocent man, so we know that you are an appropriate choice for our guild. We are small, but we are powerful. We, the Skulls, invite you to join us. You have two choices in this matter: 1. Show up, live, and earn money beyond your wildest dreams OR 2. Die a horrible death by the hand of an Unknown man. Come to the Alrasian keep by night fall of Sabet 28th of 1320”

The note said nothing more…

Part 2: The Meeting

Faceless, curious in the prospects of wealth and power, heads toward the Alrasian keep immediately, as the day was the 27th of Sabet. When he finally arrives, he notices that the guards are all arranged in an odd pattern, but a pattern with no doubt. When he finally reaches the keep, he turns around, expecting the men to arrive any minute. However, there was a surprise in store for Faceless.

Faceless turned around and manages to retain a shout. All the guards are now behind him, which would normally not be a problem. He only then notices that they all worse hoods, and under them, skull masks just like his. He slowly puts on his own mask and examines it, noticing it is identical to all the others around him. His hopes of originality die in a heaping flame, as large as the Great Lava Lake of the Nether. One of the guards walks forward, a short, gray beard peaking out from beneath his mask. He speaks in a slow, yet commanding voice. He said…

”You were not chosen to join us. You were born to join us. The mask you have was worn by your true father, our past leader, Rurik Adelban. He led us and gave us a time of great prosperity. We have searched for his descendants for nearly 20 years, and you are the only survivor. Should you not join us, we will be forced to kill you, as you already know how to recognize us. It is your choice, take command of us, or leave and die.”

The Faceless Man, clearly outnumbered, accepts the offer without a moments hesitation. He smiles, knowing that the Seven Skulls would make a great addition to his true guild, the Master Thieves Guild. The Seven skulls would do as he wished and when he wished without a single question. He was, after being inducted, introduced to the many members. One of their faces haunts him to this day, the face of a man known only as “The Spider.”

Though being guild members, the Spider and the Faceless Man would become long standing enemies, even after the Spider mysteriously disappeared.

Part 3: The Murder

Faceless began to feel like kin amongst his many brothers. The Skulls had become his new family, a family united in blood brother ship. If this oath were broken, the breaker would forever lead a cursed life, haunted by the souls of his blood brothers. The Spider would forever be known as the betrayer, and would go down in infamy amongst his once brothers.

Faceless followed, for the most part, the many rules of the Skulls, the very most important being ”Always protect your book and key.” The Book any key were the Skulls entryway into the base. In order to enter, you must use your key and then read aloud the beginning passage of the book. Through this, the man behind the door could clarify that the man attempting entry was a true member. It was unfortunate that the Spider had both…

One day, the Spider lured Faceless away from his brothers by telling him of a meeting that was to take place. Faceless, curious in what may go on, trailed blindly behind, not considering the safety of him or his brothers. The Spider had devised a plan to kill his brothers and escape the clutches of the guild. This involved getting Faceless out of the picture. At the meeting place, Faceless discovered that no one was going. Another note, also kept in the museum at the Seven Skull’s Guild Hall, read…

”Return home and you shall find that every brother, friend or not, is all but dead. This meeting place was a trap, which you have walked into. The Skull’s Era is at an end, as you are the only member left.”

Terrified, Faceless returns home, only to find the door broken down and blood splatters on the wall. His brother’s corpses are piled in the middle of the room, all of their heads missing. The heads, later found in the scripts, were the only clue to Faceless of who the betrayer was. He soon found out that it was indeed his first suspicion, the Spider. Faceless refused to let the Spider win the day, so he burnt his brother’s bodies, took the valuables and fled.

Part 4: Rebuilding

The Faceless Man now seeks more to join his kin, more to help him with his many biddings. All those who wish to may join, should they prove themselves worthy. The Seven Skulls have many resources at their backs, and continue to serve the Master Thieves Guild. Faceless, in order to fully establish the Seven Skulls, has disbanded Circle Nine in hopes of a new power rising anew. He has written a new motto for all of the Seven to follow, one that must be followed under all circumstances:

”Cursed is the man who dies, but the evil done by him survives.”

Ranks (To Be Expanded on Later):

(The order is from lowest to highest.)

Blind Skull

The newest member of the skulls, a skull yet to prove their worth. This class will follow a regular Skull as a minion of sorts and will commit to learning the ways of the Seven Skulls.

Skull

Divided into three classes: Berserker, Mangled, and Skull

Skull: The beginning class before the Skull has decided which specialist subclass they wish to go into. This class will not do many jobs, as most are assigned to Skulls who have already decided their specialty.

Berserker Skull: These skulls are the brute force of the Seven Skulls. These Skulls specialize with weaponry and are usually, in one way or another, crazed. They enjoy violence and like to openly rob people. This class requires 2a at least, while 2b is recommended as in 1.

Mangled Skull: These skulls infiltrate governments and other powerful bodies. They use their pay to give to the guild, which is later divided up into the pool (See payment system below). These skulls do anything to achieve a higher position, and often try to hide the fact that they’re a skull. Evils 1 and 4 are required.

Both Mangled Skulls and Berserker Skulls can move up to the position of Wise Skull should they server loyally.

Wise Skull: These are the most powerful skulls, as they are the Councilors of the Skulls. These skulls lead the rest of the guild, and there are only 6 of them. The head Councilor, The Faceless Man, is the Seventh Skull. He has absolute power and can over rule and decision by the Council. The Council consists of three Berserker Skulls and three Mangled Skulls. They control the actions of all the members, and will often be held accountable for a failed job.

Faceless Skull: Apprentice of the Head Councilor, to be trained in the ways of the Seven Skulls and Valar Maguro. Only this rank is allowed to learn Valar Maguro, the ancient magic that allows one to change their facial structure. (Must be approved by a member of the VA team to learn fully and must be included in VA.) The Faceless Skull is chosen by the Faceless Man, and is neither a Berserker Skull nor a Mangled Skull. This Skull will eventually become the Head Councilor once the Faceless Man dies.

Payment:

Each week, all those who contribute to the pool will receive a share of it. The shares are as follows:

Head Councillor receives two shares: One for him/her, one for the Master Thieves Guild.

Councilors receive one share.

All members other than the Blind Skulls receive a share.

Only those who contribute will receive a share, and in order to be counted, the amount contributed must be 250 or more.

Rules (Depends on Severity):

1. Do not betray a brother, will result in punishment number 2, 4 or 5.

2. Do not harm a brother, will result in punishment 1, 2, 4, or 5.

3. Do not fail to complete a job, will result in punishment 2.

4. Do not lie to Councilor or Head Councilor, will result in punishment 2 or 3.

5. Do not steal from the guild, will result in punishment 1, 2, 3, 4, or 5.

6. Do not reveal the guild’s location (intentionally, we do understand if you are followed unwittingly), will result in punishment 3, 4, or 5.

Punishments:

1. Will be exiled for an Elven week and will not receive any payment during this time, whether they contribute or not.

2. Will be tortured and left in a cell for one to two (Minecraft) days.

3. Will have to complete the Skull Maze in order to re join the Seven Skulls. Should a skull die in this maze, they are no longer part of the Seven Skulls.

4. All items will be taken from said person, and money. They will have to regain the trust of a council member to receive their items.

5. Will be braded with the mark of the Spider, showing all those around him that he is not trustworthy and once had dealings with the Seven Skulls. This person will forever be an outcast of society. The branded person will then be kicked out of guild or thrown in maze.

The Maze

The Maze is a pitch-black labyrinth infested with monsters and traps. The maze is used to determine whether or not a member of the Seven Skulls are guilty or not and it also is used to determine whether or not a Blind Skull should be promoted to the rank of Skull. Also, a specialist skull must go through this maze in order to become a wise skull. Every member (not currently, but hopefully soon) will have to complete the maze a minimum of once. Should someone enter the maze because of a crime, it will not go towards a promotion in the slightest. This still requires the acceptance of a GM and the Villain Application Team.

List of Members:

Thorak: Skull T

Divinus: Skull D

How to Join:

The application is as follows:

 


Mc Name:


IGN:


Preferred Weapon and Skill Level in said weapon:


Link to V.A.:


Past Guilds:


Name one punishment:


Name one rule:


The Seven Skulls Motto:


Do you have skype? If so, what is your username?:


Time Zone:


Do you want to be a specific specialist? If so, which one?:


Who recommended you OOC or IC to join? If no one, do not answer:


Other details:


If you would like to work on guild graphics or the eventual Guild Fort, please say so below:

Books and Keys to enter the guild (once we have a base) will be handed out as soon as possible. Some things still need working out.

Guild Information is still not completely finished neither is the page. Any support or tips on how to further increase guild's popularity are appreciated. However, criticism and rude remarks ARE NOT WELCOME!

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((This is pretty much the same as the Wolf Pack. Bandits, thieves, assassins. Yet we do more. I understand the idea of leading a group of people is very exciting, but dont just make a guild for that. Even if your lore is completely original, your goals and actions are still the same. Think about that for a bit.))

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((This is pretty much the same as the Wolf Pack. Bandits, thieves, assassins. Yet we do more. I understand the idea of leading a group of people is very exciting, but dont just make a guild for that. Even if your lore is completely original, your goals and actions are still the same. Think about that for a bit.))

Ideas like this that roam in my head when I'm pending on making a very nice guild, but I decided not to several times because it felt like they all had the similar motives.

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((This is pretty much the same as the Wolf Pack. Bandits, thieves, assassins. Yet we do more. I understand the idea of leading a group of people is very exciting, but dont just make a guild for that. Even if your lore is completely original, your goals and actions are still the same. Think about that for a bit.))

((Guilds can have the same motives, in fact, we could well become rival guilds. That does not, however, mean this guild is unoriginal. Many guilds have the same goals, and my goals and your aren't exactly the same. Our aim is mainly money, just as yours. But if you look past that, we also dream of infiltrating governments and gaining power through lying, cheating, and deception, where as your guild relies on brute force and better equipment.))

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Guilds can have the same motives, in fact, we could well become rival guilds. That does not, however, mean this guild is unoriginal. Many guilds have the same goals, and my goals and your aren't exactly the same. Our aim is mainly money, just as yours. But if you look past that, we also dream of infiltrating governments and gaining power through lying, cheating, and deception, where as your guild relies on brute force and better equipment.

((True, but in fact we do----never mind, secret ;). The truth is we havent even released half of what we do and what we offer. I am now in the proccess of copying it up now from ourr original planning sheet. You will then see how very similar some of our mnethods are. But no you are right. Rivalry always makes for good rp.))

EDIT: ((...so do alliances))

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((True, but in fact we do----never mind, secret ;). The truth is we havent even released half of what we do and what we offer. I am now in the proccess of copying it up now from ourr original planning sheet. You will then see how very similar some of our mnethods are. But no you are right. Rivalry always makes for good rp.))

((We haven't realeased everything yet either. First I want to see if people are interested.

EDIT: And Fawkes, you won't even have to look at em'. :P))

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To be honest, I think he has put a good effort at ironing the guild out so it will run perfect in-game/Lorewise. I think it can prove a nice addition to the server, and for RP situations. I like it and hope to see it soon!

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It's a well thought out guild, I would like to see it around.

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((Meaning? :P

I'm on about making sure OOC tags are where needed))

((Fawkes, you will (usually) have no contact with the Master Thieves Guild unless you want too whilst in the Seven Skulls. However, at any point, Upright or Red Raven, the two leader of the Master Thieves Guild, may assume temporary command.))

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