Too often guilds are formed by mass recruiting and spam invites. We all play video games for leisure and entertainment, but joining a guild of hundreds of people of which you never really get to know anyone is not entertaining, or relaxing. It is a daily excersize in frustration and tolerance dealing with a range of player skill, motivation, and attitude.
After a year of grinding teeth and experiencing the lack of direction most guilds have, Thezdin formed Sacrifice with five like-minded gamers who wanted nothing but a guild with a purpose, and drive.
Sacrifice originated in Dark Age of Camelot approximately one year into its existance. After months of spending hours upon hours of wrangling players from various guilds towards one uniform objective of highly competitive PvP, Sacrifice was formed as a collection of those players across various servers and guilds.
We would later experience a factional split within the guild leading to an attempted "up showing" by a spinoff guild named Ataxia; which became a primary competitor to Sacrifice but would ultimately fail as a guild.
After almost four years of competitive PvP we had grown weary of the game's direction towards unorganized "zerg" PvE with Trials of Atlantis, but the nail in the coffin was the release of New Frontiers.
With no true PvP game on the market worth investing our efforts into, we attempted a new guild direction with raiding in World of WarCraft. After quickly climbing to be the fastest progressing guild on our server through Lady Vashj, we had become bloated with too many "coattailers" that were not interested in loyalty towards Sacrifice but moreso in the gear of their own characters. Coupled with an immeasurable amount of malice from competing guilds, the desire to continue raiding diminished rapidly as Blizzard continued to nullify our efforts as a guild. Starting with the splintering of the guild from 40 raiders to 25, and furthermore with the all but required Karazhan runs prior to guild raiding, and ending with the removal of all attunements mere days after finally entering The Eye, we had lost the spark.
The more we played the more we raided, the more we saw the lowest common denominator decreasing as applicants were becoming younger and younger and the atmosphere continued to decline into a cesspool of complaining and obsession over loot. At this point we splintered the members of the guild removing the dead weight to fend for themselves while taking the core membership to Warhammer Online.
The guild anxiously waited for the head-start for Warhammer Online with high hopes for once again entertaining our desire for competitive PvP. Sacrifice rapidly made a name for itself becoming one of the most successful guilds in the US. During the prime of our run, every leaderboard slot for our server was maintained by a member of Sacrifice. Rival guilds openly admitted to actively avoiding Sacrifice in the playing field, and the guild grew to notoriety.
After being taunted by rival guilds to attempt to siege their capital city, we patiently waited while forming what would become a game-breaking alliance. Entropy was formed with the goal of complete server dominance with a scheduled first assault to be of unparalleled organization and planning. This siege resulted in the first successful push to the enemy city (Altdorf), after an astonishing eight minute blitz attack of the enemy realm's primary fortress. With that under way, Sacrifice continued to lead Entropy to siege Altdorf several times a week which ultimately led to the complete demoralization and destruction of our home server Magnus.
After turning Magnus to a ghost town, our last ditch effort of destroying the Entropy machine with help from allied leader Foulsoul was done to bring hope back to the enemy guilds and potentially bring life back to a destroyed enemy realm.
When this ultimately failed, and we saw our old allies turn viral against our efforts to separate ourselves from the alliance, it was time for Sacrifice to leave Warhammer with a legacy most guilds would only dream of.
After agreeing that WoW was the best available option for us to compete as a guild, we returned to WoW in July 2010 with the intent to finish Wrath of the Lich King and prepare for Cataclysm. We began raiding August 2010 and made rapid progress through all Wrath content.
We started Cataclysm slowly largely as the result of our home server being abysmal for recruitment and general raid atmosphere. We dragged our feet but realized that Azgalor was not a long term solution for a competitive 25-man raiding guild, as Azgalor had degenerated to 10-man pugs and exploiters touting their short sighted accolades.
Sacrifice did not want to be one of the multitudes of 10-man guilds claiming progression on the veil of under-tuned easy mode 10-man content.
Upon transferring to Mannoroth, we managed a respectable 10/13 Heroic in T11 and if not for several key members having to quit competitive raiding, our dozens of phase four attempts on Ragnaros would have reached fruition. Sacrifice remains a 25-man competitive raiding guild in a game dominated by casual players looking for the easy loot and calling it progression. We will never compromise on what raiding should be, and as long as a more difficult 'mode' exists, we will always play it.
Don't believe me? http://www.wowtrack.org/encounters.lua
While in our rebuilding phase, we continue to progress at a reasonable rate while we build an extremely strong foundation for the release of Mists of Pandaria, where we will be exceptional.
