The history of Endless already started a long time before founding the guild.
With the launch of the realm Rexxar in early 2006, a small group of people met each other while leveling and founded the guild "Circle of Unity".
Although the "Circle" wasn't meant to be a raiding guild we started our first 40 man raid in May 2006 targetting the Molten Core.
As the guild had been relatively small we formed an alliance with another guild and no one guessed that the fact we were making it so far, that only the missing questitems
to extinguish the fires, that call Majordomus, stopped us this evening, wasn't something that happened just by chance.
The alliance split up right after that raid, as both sides had different expectations of how to handle a raidteam, but most of the members stayed with us and
joined the guild immediatly.
The following month we experienced a flush of victory. Ragnaros had been downed in the first attempt with only 33 players, only 5 weeks later we killed Nefarian and
some of the outdoor bosses. After the Ahn Qiraj Gates opened in early autumn the Circle, which sheltered a couple of non-guild players in the raidteam by now, started
raiding the 40 man version of the new dungeon.
Burning Crusade, the next expansion, was about to release soon and so we decided to switch dungeon after killing the Twin Emperors to have a look at the hardest existing
level 60 dungeon Naxxramas and could down 4 Encounters in there until the expansion release in january 2007.
Already the levelling time brought different stresses caused by the pressure of the new concept which degraded raidsize from 40 to 25 people.
The Circle of Unity couldn't cope with this situation and was disbanded.
The guildleaders decided to go for a lot more focus on raidcontent and so Endless was founded on february 14th 2007.
Most of the old guild members followed, a small part of the old team founded another guild and called it Per Noctem. The atmosphere between both guilds can be described as
pretty cold that time.
After early success in Gruuls Lair, progress decreased slightly. Some team members left the game during spring as they didn't like the expansion content and most of the
established players had slight problems coping with the new kind of guild and raid experience due to the new guildconcept and goals.
In Summer 2007 both guildleaders had been absent for some weeks due to reallife commitments, which decreased motivation and mood down to zero and a lot of
team members left because of the chaos.
When the leaders returned at the end of the summer, the guild had to be rebuild. The commitment everyone brought in was overwhelming - especially the newest members
tackled problems and helped solving them, which caused in a high motivation to look forward.
After weeks of raid downtime and a lot of recruitement work, we had to reclaim the already finished content to regrow a team that can work together blindly.
That worked well soon and so we continued progressing on new T5 Encounters and just killed the Tempest Keep Encounter Al'ar to celebrate our comeback.
Team spirit grew up, teamplay improved constantly and during progress phases at both of the T5 endbosses the team became a lot more professional.
The doors to the T6 content had been opened soon accompanied by frenetic gratification and finally we could significantly decrease the deficit to other
guilds of the realm.
As Illidan was defeated it was an ambivalent feeling for all of us. Glad to have reached our set goals on the one hand and sad about the fact there was no more
challenge on the other hand. We used the spare time to rest as progressing was exhausting, kept on farming the dungeon for equipment and relaxed by doing twink- and
retro raids, which brought us and Per Noctem closer to each other. After talking about the past and clearing up some misunderstanding we officially became good friends again.
With release of the Sunwell Plateau we met the new problem of classstacking and noticed soon, that improvisation, which was one of our biggest strengths, didn't work
for this dungeon. Recruiting new members was the biggest problem that time, and even we got ourselves back into serious raidbusiness and higher rankings, the slight
deficit became our inevitable fate.
We had been low on shamans, which detained us from progressing quick on Brutallus as it depended on the schedule of our very few shamans.
However we had great advantage at the Felmyst encounter cause we always had a lot of good and active priests, which had been the key class.
When reaching the Eredar Twins we solved our shaman problem by leveling our own alts, farmed equip and brought them in, which helped us taking them down finally and so
could move on to M'uru - the so called raid-killer, as he was the hardest encounter existing.
And again we were caught by the classstacking problem as we needed both - shamans and at least 3-4 warlocks. As we never could bring more than 2 locks, mostly
only one we had to improvise again, even though we knew we couldn't defeat the encounter in time (next expansion release already was announced) caused by our
uncommon setup, we took the time to try just to experience the encounter as far as possible and finally made it regularly to reach phase two.
In October an expansion pre-patch was released, that brought a lot of simplifications by reducing all boss health point by 30%. We killed M'uru immediatly which
wasn't any fun cause the whole encounter had been destroyed due to the patch.
Only a few days later we could complete the Sunwell Plateau by killing the endboss Kil'Jaeden as the first guild on the realm and prepared for the release of the
new expansion Wrath of the Lich King.
It didn't even take a week until the first of us reached the new levelcap of 80 and only two week after release we cleared the whole new 10 man content and
took first steps into the 25 man version of the dungeons.
With only 18 Lvl 80 players we decided to take a look at Sartharion and had been disappointed by the level of difficulty as we killed him in the first attempt.
So we continued raiding that evening and checked out the new version of Naxxramas, and noticed that even that wasn't the challenge we were looking for as all of the
15 bosses had been defeated at the end of the half used raid-ID.
We were looking forward to find more challenge in the last dungeon where we found Malygos. The fight was a lot funnier but still not the big challenge we were looking for and of
course he was killed pretty quick too, and so we fetched the feat "Realm first Magic Seeker".
After only 4 evenings of raiding we could say "content clear" and so it was time to handle the achievements.
So we visited Sartharion again - first had one, then two and finally three of the drakes around him alive and could loot the realm first twilight drake.
The following month had been quiet and very very boring. We were farming the content, completed raidachievements, were bothered by huge serverlags and completed
the metaachievement of the 25 man raidcontent " Glory of the Raider" realm first and got the black proto drake reward.
Again we were waiting for new content, though we sometimes met on the test realm to have some early views onto the upcoming encounters of Ulduar.
With release of 3.1 and the new dungeon Ulduar we had to cope with some difficulties due to the lazy month in the past but regained old strength quickly so
we could clear the Ulduar normal mode within 3 IDs and had to figure out which one of the new ways we want to go next.
Hardmodes, semi-hardmodes, achievements or just farming more equipment to have better chances on the new hardmodes. We -again- had the problem to have lost a couple
of great players due to the lazy month and as everything was designed to be cleared randomly since WotLK, recruitement had been dead.
Fun of raiding had been faded since expansion release and after talking to each other we noticed that most of us lost their fighting spirit and even fun in playing
the game at all.
Due to that conclusions we decided to quit raidcontent, which meant the guild gave up its goals and so lost its spirit.
The guild estate had been devided and everyone was free to follow their own ways.
Some switched to other raids, a few even transfered realm and more and more completely quit World of Warcraft forever.
It's hard to value what Endless is about now, as I just can observe progress from distance, but I'd say it's a home for twinks, very few mainchars and some
none-active members.
What's left is the guild tag and the memories of one of the noteworthiest raiding guilds of the realm Rexxar.
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