The High Council has entered the battlefield. Aquila 2 is our server.
Our goal is total dominance — from zero to controlling the map.
Every member has a role. Every role has a purpose.
◆ SERVER: AQUILA 2◆ NATION: SANGMAR⚔ OPEN-WORLD PvP⛢ FREE TO PLAY👥 GUILD ACTIVE
High Council Official Statement — Gloria Victis Chapter
The High Council does not enter games to participate. We enter to win.
Gloria Victis on Aquila 2 is our next conquest — a medieval open-world MMO where territory belongs to those strong enough to take it and smart enough to hold it. This is a game built for guilds like ours: one where organization, discipline, and economic control matter more than individual skill alone.
We are not rushing in blind. This page is the complete HC playbook for Aquila 2 — our guild structure, our income plan, our war doctrine, and our path from day one to server dominance. Every member who enlists in this chapter is expected to know it, follow it, and execute it.
The server will know the High Council name. That is not a goal — that is a guarantee.
◆ ODIN — High Council Leader & Founder · Aquila 2 Campaign Commander
Official Re-Launch Trailer — Gloria Victis
👥 GV CHAPTER ROSTER
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📚 NEW PLAYER GUIDE
Never played Gloria Victis before? Follow these steps exactly. This takes you from a fresh install to a contributing High Council member on Aquila 2.
Gloria Victis is 100% Free to Play on Steam. Open Steam, search "Gloria Victis", click Install. No subscription, no paywall. The game has no character classes — every skill improves the more you actually use it in the world.
1
Install & Pick the Right Server
After installing, launch the game. On the main screen you will see a server selection list. Scroll until you find Aquila 2 and click it. This is non-negotiable — every other HC member is here. If you create a character on the wrong server, you cannot transfer. You would have to start over from zero.
Do this: Main Menu → Select Server → Find Aquila 2 → Click Connect
⚠ WRONG SERVER = START OVER. GET THIS RIGHT FIRST.
2
Character Creation — Choose Nation: SANGMAR
Gloria Victis has no classes. You pick a name, appearance, and starting nation. The High Council is aligned with Sangmar on Aquila 2. Pick Sangmar when prompted. Choosing a different nation means you will be fighting against your own guildmates in large-scale wars. Your stats are not fixed at creation — they grow from what you actually do in the world.
Do this: Create Character → When asked for Nation → Select SANGMAR → Confirm
◆ HIGH COUNCIL NATION: SANGMAR
3
Learn the Controls Before Anything Else
GV uses real-time action combat. It feels different from most MMOs. Spend your first 20 minutes in the starting area just learning movement before worrying about quests or gathering. Here is what you must know:
Left Click — Basic attack |
Right Click — Block |
Q / E — Side attacks |
Spacebar — Dodge Tab — Inventory |
G — Social / Guild menu |
M — Map
⚠ Stamina bar under your health: Every attack and block drains it. When it runs out, you slow down and your attacks weaken. Watch it constantly in every fight.
STAMINA MANAGEMENT WINS OR LOSES EVERY FIGHT
4
Do the Tutorial Quests — Do Not Skip Them
The game gives you starter quests when you first spawn in. Complete every single one of them. They reward you with starter weapons, armor, gathering tools, food, and currency you would otherwise spend hours grinding for. Most new players skip these thinking they know better. They are wrong every time. The tutorial takes about 45 minutes and saves you 5 hours of early struggle.
Do this: Open quest log (default: J) → Follow every starter quest until complete → Only then start exploring on your own
45 MINUTES OF TUTORIAL = 5 HOURS SAVED
5
Start Gathering on Day One
Your tutorial rewards you with a wood axe and a pickaxe. Equip them from your inventory (Tab). Walk up to any tree and hold the gather key to chop wood. Walk up to an ore vein and hold the gather key to mine. The two most needed materials in every GV economy are Iron Ore and Birch/Oak Wood. Even one hour of gathering your first day is a real contribution. Every piece you collect and deposit into the guild bank helps the whole operation.
Do this: Equip Axe & Pickaxe → Find trees (green areas on map) and ore deposits (rocky areas) → Hold gather key → Open Guild Bank and deposit your haul
DEPOSIT IN GUILD BANK — NOT YOUR PERSONAL STASH
6
Find and Join the High Council In-Game
Once you are in the world, press G to open the social panel, then click the Guild tab. Search for "High Council" and send a join request. Alternatively, type in global chat that you are a new HC member looking for an invite — an officer will get you. Once you are in, introduce yourself in guild chat. Say your name, your timezone, and what role you want to play (Fighter, Crafter, Gatherer, or Caravan).
Do this: Press G → Guild Tab → Search "High Council" → Request Join → Introduce yourself in guild chat
SAY: NAME / TIMEZONE / PREFERRED ROLE
7
Craft Every Chance You Get
Head to the crafting stations in the nearest Sangmar town. With wood and ore you can immediately craft arrows, simple tools, and basic weapons. Your crafting skill only goes up when you actually craft things. The quality does not matter early on — just keep making things. The first 10 hours of crafting are the fastest skill gains you will ever see. A crafter who is online grinding skill every day is one of the most valuable members a guild can have.
Do this: Go to town crafting station → Craft whatever you can with your materials → Repeat every session → Donate crafted goods to guild bank
CRAFT CONSTANTLY. QUALITY DOESN'T MATTER YET. JUST CRAFT.
8
⚠ Full Loot Warning — Stay in Safe Zones Your First Week
This is the most important rule for new players. In Gloria Victis, when you die outside a safe zone, you drop your gear. Everything in your inventory and equipped on your body can be looted by whoever killed you. This is permanent loss. In your first week, do not leave the safe zone (marked in green on your map) unless you are in a group with other HC members. Never carry more gear than you are willing to lose.
Rule: Check your map (M) before traveling → Green zones = safe → Everything else = full loot PvP territory → Only go into red zones with guild escort
⚠ DEAD OUTSIDE SAFE ZONE = YOU LOSE YOUR GEAR. NO RECOVERY.
9
Your First PvP Fight — Never Solo
When you feel ready to fight real players, do not go alone. Post in guild chat that you want to join a PvP group and wait for the War Commander or an officer to form one. In group combat, your job is simple: attack the same target everyone else is attacking and block when you take damage. Do not chase enemies who are retreating. Listen to the calls in voice chat. You will learn faster running with a group than dying alone twenty times.
Do this: Post in guild chat: "Ready for PvP, need group" → Wait for officer to form a group → Follow the War Commander's target calls → Focus the same target as your team
YOUR FIRST MONTH: NEVER FIGHT ALONE OUTSIDE THE SAFE ZONE
The HC Standard for New Members: You do not need to be the best fighter to be a valuable member. A gatherer who deposits iron ore every session is worth more to the guild than a fighter who logs in twice a month. The goal is simple — show up, contribute your role, and improve. The guild carries you through the learning curve. You carry the guild through consistent effort.
⚡ COMMAND BOARD
0 ACTIVE ORDERS
No active orders. Stand by.
01
PHASE 1 — BIRTH OF THE GUILD
Days 1–14 · Build the foundation before you build the army
The HC Principle: Most guilds fail in Gloria Victis not from losing PvP — but from running out of resources, losing members to boredom, or picking fights before they can sustain them. Phase 1 is entirely about not being that guild.
Guild Role Structure
Role
Count
Responsibility
Key Skills
Guild Leader
1
Strategy, diplomacy, final calls.
All skills. Political awareness.
War Commander
1
Leads PvP ops. Calls targets, retreat. Must be online prime time.
Iron ore and quality wood funded every major HC campaign. Your gatherers run this every session.
MEDIUM · LOW RISK · DAY 1
⚒
Guild Crafting & Sales
Weapons, armor, tools sold on market. At high skill, gear stamped with your guild name is free recruitment advertising.
HIGH · LOW RISK · WEEK 2
🛡
Caravan Operations
Move goods between towns under full escort. Charge protection fees to guilds tagging along. Raiders who lose against you become your advertisement.
HIGH · MEDIUM RISK · WEEK 2
⚔
Caravan Raiding
Scout enemy schedules. Hit when escort is light. Only raid declared enemies — never neutrals you might recruit.
HIGH · HIGH RISK · PHASE 2
🏠
Territory Tax Income
Passive tax from all economic activity in controlled zones. The endgame — once established, wars become self-funding.
VERY HIGH · REQUIRES DEFENSE · PHASE 4
02
PHASE 2 — GROWTH & REPUTATION
Weeks 2–6 · Become the guild people talk about
Phase 2 Objectives
1
20 active members. Minimum for caravan escort and meaningful skirmishes.
2
Crafting surplus. Members never buy basic gear from the market.
3
Win first organized PvP. Post the kill screenshot in global chat. More effective than any forum post.
4
War chest at 2 weeks. Operation costs fully stockpiled before escalating any conflict.
5
One formal alliance. Mutual caravan protection, shared intel, siege cooperation.
Nation: Sangmar. High Council is aligned with Sangmar on Aquila 2. All members must join Sangmar at character creation. Joining another nation means fighting against your own guildmates in nation wars — that is not something we allow.
Do not rush Phase 3. The most common way guilds collapse is entering large-scale warfare before their economy can sustain equipment losses. War chest must be at 2+ weeks of reserves first.
Combat Doctrine
1
Never fight outnumbered without positional advantage. Retreat, regroup, hit when numbers favor you.
2
Kill their economy first. Raid caravans. Camp gathering spots. No gear repairs = no fight.
3
Focus fire — always. One target, kill it, move on. Spread damage loses fights.
4
Control chokepoints. Funnel enemies through narrow terrain. Shield-users neutralize number advantages.
5
Designated alchemist. Healing potions distributed before every engagement, not after.
Siege Warfare
1
Scout first. Know defender count, gear quality, their weakest time window.
2
Siege equipment 3 days before. Woodworker assigned to rams, towers, catapults in advance.
3
Call allies before assault. 30 hits differently than 15. Coordinate, don't improvise.
4
Defending: Half on walls (ranged advantage). Half mobile to hit siege equipment from the sides.
04
PHASE 4 — SERVER DOMINANCE
Month 3+ · Territory control, passive income, political power
Territory Priority
1
Resource nodes. Iron mines, quarries, forests. Control materials = control the server's gear supply.
2
Trade route chokepoints. Every caravan that passes through pays you or gets raided by you.
3
Strategic towns. Locations that let you threaten multiple enemy guilds simultaneously.
4
Be the enforcer. The guild that punishes rule-breakers and protects weaker guilds becomes the political center of the server.
WEEK-BY-WEEK ROADMAP
WEEK 1
Found the guild. Assign roles. Gathering starts day one. Crafters begin skilling. No PvP yet.
WEEK 2
First crafting surplus. First caravan run with full escort. Open limited recruitment. Target 15 members.
WEEK 3
Choose nation. Participate in national PvP. Win first skirmish. Post it. War chest accumulation begins.
WEEK 4
20 active members. Steel-tier crafting. First formal alliance. Scout rival caravan schedules.
WEEKS 5–6
First caravan raid on enemy guild. Win a defensive engagement. War chest at 2-week reserve.
WEEKS 7–8
Declare first formal war. Win economic war first, then the military one.
WEEKS 9–10
First siege. Capture first resource node. Reputation established on Aquila 2.
MONTH 3+
Territory control. Tax income flowing. Coalition running. The server knows the High Council name.
HC GUILD LAWS — AQUILA 2
I
Activity is non-negotiable. 3 sessions per week minimum. Inactive 7 days without notice = kicked.
II
Guild resources are guild resources. Everything goes through the guild bank. No freelancing with guild materials.
III
No unauthorized wars. No member escalates conflict without War Commander approval.
IV
Loot distributed fairly. Siege loot goes to guild bank first. Leadership decides distribution.
V
Intel stays classified. Routes, patrol schedules, and war plans never enter public chat.
VI
Retreat is not defeat. When the War Commander calls retreat, you retreat. No exceptions.
VII
You represent the guild. How you behave in global chat is the guild's reputation. Act accordingly.
KNOW YOUR ENEMY
Type
Identify By
Counter
The Zerg
Large numbers, mixed gear, disorganized
Chokepoints. Bleed their gear supply — they can't sustain repair costs at scale.
The Griefer Crew
No territorial goals, just harass
Don't chase. Camp their resource nodes until they leave the server.
The Established Power
High-quality gear, coordinated, known
Build quietly. Build a coalition first. Then move.
The Crafting Guild
Low PvP, high market presence, rich
Undercut their market. Raid their caravans. Force protection fees.
The Solo Alliance
Multiple small guilds loosely allied
Diplomacy first — peel them apart. Divide, then handle the remainder.
The HC Endgame: A powerhouse guild isn't the one that won the most fights. It's the one that made the fights not worth having. Control the economy, the chokepoints, the narrative — and the server comes to you for permission before starting anything. That is total dominance.