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egions of Myth date back to a time long before World of Warcraft--to a very different game of a very similar genre. Our name comes from a franchise created by Bungie in the 1990s: Myth: The Fallen Lords was one of the first fantasy video games to include a prominent chat interface built into the game itself, and this feature--carried into its successor, Myth II: Soulblighter--helped to foster a lively community of players that banded together into "orders" for team-based play. The founders of Legions of Myth first met as teammates, allies, and even friendly rivals within the Myth II community. While some played on different teams, they formed a relationship of mutual respect based on the shared ideals upheld by each group (principles like fairness, teamwork, and good sportsmanship) and their lengthy experience in that game helped to create a network of like-minded gamers that endured even beyond the Myth series' strongest years of popularity. While these players went on to explore other games, their community endured.
hen news began to spread about Blizzard's new massively multiplayer game based on the Warcraft series, many of the people from those different orders expressed interest in it. World of Warcraft promised a community-based game experience that few games since Myth had delivered, and as its debut drew closer, members of the various orders that had played together in Myth II started talking about choosing one server and playing together in WoW. Since only a few from each Myth order shared the strong interest in WoW, many of them decided to band together as one "guild", and the process of chosing a name and establishing an identity for this assemblage got underway at fortnonsense.com. Soon they settled on the name Legions of Myth, and when the World of Warcraft game hit stores, they congregated on the Mal'Ganis server and started a guild charter.
The Pathfinders of LoM (as they would come to be called) began to find one another in the game and set out to explore the world of Azeroth together, but the early days of Mal'Ganis were not without problems. During that first week, technical problems with the server forced Blizzard to pull the plug on Mal'Ganis for several days. Many Alliance guilds that had made Mal'Ganis their home ended up drifting away to seek new homes during that downtime, but LoM members spent the time building alternate Horde character on Nathrezim and waited (sometimes patiently, sometimes not) for Mal'Ganis to reopen.
hen Mal'Ganis finally restarted, the Legions of Myth joyfully returned to their Alliance characters, only to find that the guild charter (which was nearly complete when the server crashed) was bugged and needed to be pre-purchased. Blizzard declined to reimburse us for the significant (at that time) cost of the lost charter, and to this day they owe us ten silver.
egions of Myth grew over time from those humble beginnings, as friends and family began to congregate to our team. More and more Pathfinders (teammates of the orders that founded the guild) began to pick up the game, and as the founders struggled through Deadmines and Gnomeregan and all of the other content, they made new friends within World of Warcraft and welcomed them into the guild--a process that continues to this day.
he growth of our guild has been gradual most of the time, with occasional periods of rapid advancement. We've merged with some smaller guilds and welcomed them into Legions of Myth, and in this way have gotten to know many great new members as well as a few folks who haven't fit in quite as comfortably. We have also experienced some guild-shaking mass departures, usually following some of our most remarkable progress in "end-game" raiding. Our earliest Ragnaros victory was followed by the departure of a number of members that set back our progress considerably. We rebounded in the months that followed to put Molten Core on "farm status" and hit an important benchmark in Blackwing's Lair, only to lose a large number of active LoM raiders to an allied guild. These events have set us back, but in each case the core of Legions of Myth has emerged stronger and wiser than before, with a guild identity reinforced by shared experience that now transcends our Mythic roots. Through World of Warcraft, the Legions of Myth have become a real online family. Our hardships and our triumphs have both shaped LoM into a stronger community of friends and fellow gamers, and through it all we have remained steadfast in our sense of fainess, teamwork, and good sportsmanship.
egions of Myth is one of only two active Alliance guilds on Mal'Ganis (as far as we know) that dates back to the earliest days of the server. We credit our longevity and resiliance to our focus on friendships and shared enjoyment of the game instead of advancement at any cost. Other guilds may pass us by in the race to reach the end of the game and accumulate the most elite sets of gear, but we in LoM have something far more valuable: friendships built over time, and the knowledge that when we get to the "end" of this game, we will have done it our way, and we will have done it as a community of friends that shall endure long after World of Warcraft is no more.
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