The Basic Idea
Many of us have played MMORPGs for a long time, some just started recently. Some are full-time gamers, others play only once in a while. What binds us together mostly is role-playing.
After being in a couple of guilds as a member, as well as guild leader, I came to the conclusion, that the most convenient and logical form of a guild is a small group of like-minded people. It sounds easy enough, but in reality it is much harder. The structure of the guild, the play-style of its members, lore, background and the historical details of the guild, are all things of importance. And we are not even talking rules yet.
A MMORPG should be fun, first and foremost. But it is also something you share with many people. And eventually different opinions will confront each other. How to play what and where. When and who can do what and what not. Where to and why the world, its history and community moves to. Many particles get agitated, grind on, collide with and repel each other. In all that, it is not so easy to find a collective with whom spending time is enjoyable. And that is what a guild is about after all: spending time with each other and having some fun.
To achieve that, you have to find a group of people that share the same sentiments on several different basics. The basic ideas have to be the same, so that cooperation with the lowest risk of conflicts is possible.
The goal, or better the basic trend of this guild is to play without stress, drama, intrigues and conflicts, as one may find in so many guilds. We are building an easygoing and mature collective, where the structure is clear, with one leader, who listens to the arguments, opinions and comments of everybody within and tries to make his decision with the good of all in his mind. Hence the wellbeing of the guild is his primary obligation.
We expect our own to be there for and to help each other, and to share what we have. We expect our members to be mature in their behavior, helpful and calm. There are no power-games and no quarrels. Everybody willingly takes up responsibility for himself and for everybody else in the guild.
There is one rule among us, above everything else: One for all & all for one – followed by: bones and all!
These are the simple premises which we follow.
Our statutes are long – and that is intentional; they are supposed to deter. They are intended to define what we expect and to scare off those who do not take a commitment seriously enough. Whoever does not read them is not welcome here. We only want players who are willing to sacrifice for themselves and those they gonna be spending a lot of time with. Mostly some of their own ego. Only that way we can have fun without complications. Many years of guild life have made that very clear.
Lauegh Thost
Metainfo: The name derives from Gaelic and is considered a pre-conflux language.
- it is pronounced “L-aʊ-ɛ-x-o-s-t (Laʊɛ xost)” -
Only a few know the meaning of those words
The Concept
We are a mercenary guild. In the most classical sense. There is a Captain and a light military structure with different positions and ranks. There are no restrictions in character type, sex or race, as long as it is a realistic and believable character that strictly follows the lore.
The idea is to get the guild hired with proper contracts. The mercenaries work independent and self-sufficient next to the units of the client. Or are directed by him directly, depending on the contract. From payment to plundering, everything will be covered by the contract. The loot will be distributed among the participating mercenaries according to the regulations.
But there is something lurking underneath. Something long forgotten, that existed long before the Conflux. Something dark and unknown, shrouded in mysteries and legends.


