The Three Gods: A Cosmology
Aeternum's creation mythology is preserved in fragments — partial tablets recovered from the Ashen Wastes, oral traditions maintained by werewolf spirit-callers, and a single complete text called the Triune Codex kept in the vampire Sunspire's deepest archive. These sources agree on the basics: the world was created through conflict, not intention. The three gods did not plan Aeternum. They caused it, in the way that lightning causes fire.
Solareth and Lunara existed first, as opposites defined by each other's presence. Where Solareth poured order into the void between stars — creating geography, law, the reliable physics of sunrise and sunset — Lunara followed behind him, making everything he had ordered slightly strange, slightly subject to change. Mountains he shaped perfectly she tilted. Rivers he drew straight she bent into spirals. This was not malice on her part. It was simply her nature: nothing Lunara touches stays exactly as it was.
The Void arrived third, or perhaps had always been present and only became aware of itself when the other two gave it contrast. It had no form, no name, no consistent purpose. It was the space between order and change — a gap that neither Solareth nor Lunara could fill because filling it would require them to cooperate, which they had never managed for long.
Between them, the three created Aeternum and its mortal inhabitants: early humans, proto-wolves, and the first dim ancestors of what would become vampires. For several thousand years this arrangement held, after a fashion. Then the gods made the mistake of taking sides.
Solareth: The God Who Turned Away
Solareth, god of day and order, was the most actively involved of the three gods in mortal affairs — and the one who suffered the most visible loss of faith in his own creation. The early histories describe him as walking among mortals in a form of pure white light, issuing edicts, rewarding obedience, punishing chaos. He was not kind, exactly, but he was consistent, which many mortals valued more than kindness.
His relationship with vampires is complicated. The Sunspire — Aeternum's foremost centre of vampire scholarship — is named after him ironically, a joke that has long outlasted its comedy. Vampires are creatures of the night; Solareth is the god of the day. He did not create them. He created the humans they originally were, and he regarded the vampiric transformation as a catastrophic corruption of his work.
When the Shattering occurred — when the Blood Moon Crystal broke and its power leaked chaotically across Aeternum — Solareth made a decision that the Triune Codex records with devastating simplicity: "And Solareth looked upon what had been made of his making, and he withdrew his gaze, and his light became only light, and his voice became only silence."
He did not destroy Aeternum. He did not punish anyone. He simply stopped paying attention. The sun still rises and sets in Aeternum because the mechanism Solareth created runs on its own momentum. But the personal, caring god who once walked among his people was gone. In his place: a scheduled celestial event. The Eclipse War — the great conflict between factions that preceded the current era — is interpreted by scholars as the last echo of Solareth's active influence: a moment when his withdrawal became so complete that the world itself lurched sideways, searching for an axis that was no longer there.
Gameplay Reflection: Solareth's abandonment explains why vampires suffer sunlight damage in Aeternum — not as an active punishment, but as the absence of his protection. Mortals who follow the old Solareth rites still gain minor sun resistance. This mechanic is accessible through the Sunwarden faction questline.
Lunara and the Moon Pact
Lunara, goddess of the moon and transformation, is the most actively revered deity among the werewolf factions. Unlike Solareth, she did not turn away after the Shattering. She wept — and her tears, falling as moonlight onto the proto-wolves who had sheltered near the Blood Moon Crystal's original site, became the Moon Pact.
The Moon Pact is not a contract in any simple sense. It is better understood as a resonance: Lunara's grief and love for her chosen people encoded into the very light of the moon, such that every wolf who stands beneath a full moon has direct access to a fragment of her power. This is why werewolf transformation is lunar-dependent in the lore, and why Blood Moon events — when Lunara's tears are said to fall most thickly — provide the most dramatic transformation bonuses.
Lunara's character in the mythology is genuinely complex. She did not create werewolves in the way a craftsperson creates a tool. She was moved by them — by their combination of strength and vulnerability, their ability to be both monstrous and tender. The Moon Pact she offered Grennak, the first alpha, was given freely and with full awareness of what it might cost. She knew the wolves would be changed forever. She offered the Pact anyway, because she believed creatures capable of change deserved the means to direct that change themselves.
Scholars note that Lunara's continued engagement with the mortal world — even at a distance, even through something as indirect as moonlight — sets her apart from the other two gods. She is the only Old God who can still be said to have something like a relationship with her people. The monthly Blood Moon event is described in the lore as Lunara actively reaching toward Aeternum, straining against whatever barrier now separates the gods from the world, trying to be heard.
The Void and the Blood Covenant
The Void has no name because naming requires intention, and the Void has none. It is pure potential: the possibility of any outcome, beholden to no principle. In the Aeternum mythology, it did not choose vampires as its people — it simply recognised in the earliest proto-vampires a capacity for the absolute that appealed to its own absolute nature. They were willing to give up everything mortal for power. The Void finds this beautiful in the way that a black hole might find a star beautiful: it will consume it eventually, but it can appreciate the light while it lasts.
The Blood Covenant that the Void offered Vaeloris, the first vampire, was not a Moon Pact. Where Lunara offered Grennak resonance — a sharing — the Void offered Vaeloris a transaction. Immortality, power over blood and shadow, freedom from the limitations of mortal flesh. In exchange: an implicit agreement to embody chaos. Not to serve the Void, exactly, but to be the kind of force that makes order uncomfortable. Every vampire who has ever embraced the night, every blood-craft wielded against a foe, every shadow stepped into — these are all micro-fulfillments of a three-thousand-year-old contract whose original signatory is long dead.
The Void's influence in modern Aeternum is the most subtle and the most pervasive. It does not answer prayers. It does not grant boons. It simply is, and its existence means that the fabric of Aeternum is never fully stable. The gaps between regions where no faction holds power — particularly the Ashen Wastes where the Void Shard fell — are its territory. Strange things happen there. The normal rules of both factions' abilities work unreliably. Players report visual glitches that the developers insist are intentional: glimpses of something vast moving in the spaces between heartbeats.
Lore Note: The Void has no temple, no faction, and no named worshippers. However, there is a hidden questline accessible only to vampires who have completed all seven Story Chapters that suggests a small cult of the Void exists within Aeternum's vampire nobility. This questline is the only place in the game where an entity claiming to represent the Void speaks directly to the player.
The Silent Age: Why the Gods No Longer Answer
The current era in Aeternum is called the Silent Age by its historians, and the name is accurate. The gods do not speak. Solareth withdrew. Lunara reaches but cannot fully touch. The Void was never conversational. What caused this divine recession is one of the great mysteries of Aeternum's mythology.
The most widely accepted theory among Aeternum scholars is the Resonance Collapse hypothesis: the Blood Moon Crystal, in its original whole form, served as a conduit between the gods and the mortal world. While it existed, prayer reached the divine and divine influence flowed back. When the Crystal shattered, the conduit shattered with it. The seven fragments each carry a tiny portion of this connection — which is why powerful events in shard regions sometimes produce apparently miraculous effects — but none of them is sufficient on its own to restore full communication.
This is the deeper implication of the Crystal reunification quest. The scholarly consensus, which most players only encounter in the final chapter of the story, is that gathering the seven shards is not primarily about giving one faction power over the other. It is about deciding whether the gods return to Aeternum. And given that the last time a god was actively involved — Lunara weeping, the Void whispering to Vaeloris, Solareth drafting his cosmic laws — it produced the Shattering, reasonable players might question whether divine return is actually desirable.
How the Gods Still Influence the Game
The Old Gods are absent in voice but present in mechanism. Every core system in Vampires vs. Werewolves reflects their influence:
Blood Moon Events are explicitly described in the lore as Lunara's tears. Mechanically they boost werewolf transformation stats and herbalism yields. Thematically they represent Lunara pressing as close to Aeternum as she can manage, trying to comfort the children of her Pact. The intensity of the event — which varies from month to month — corresponds to how much of her power she can push through the shattered Crystal conduit.
Eclipse Wars, the seasonal faction conflict events, map onto the Solareth-vs-Lunara cosmological conflict. The sun's influence against the moon's. Order against change. The Eclipse War mechanic predates many other game systems and was clearly designed with the mythology in mind: its resolution is never permanent, because neither Solareth nor Lunara can actually win.
Void Rifts, rare environmental events in the Ashen Wastes and occasionally in other regions, represent the Void pushing through the thin places in Aeternum's reality. They spawn unusual enemies, invert ability effectiveness, and sometimes drop items that appear in no other game context — gear whose lore descriptions reference "gifts from the between-space."
Subclass abilities at their highest tiers often reference the gods explicitly. The vampire Shadowcaller ultimate ability is called Covenant's End and its description reads: "You fulfil the oldest promise." The werewolf Moonrager ultimate is called Lunara's Roar. These are not accidental naming choices.
The Three Gods: Quick Reference
| God | Domain | Chosen People | Key Act | Current Status | In-Game Reflection |
|---|---|---|---|---|---|
| Solareth | Day, Order, Law | Mortals (humans) | Withdrew after the Shattering | Silent; absent | Sunlight damage; Eclipse War events |
| Lunara | Moon, Change, Transformation | Werewolves | Gave the Moon Pact to Grennak | Reaching; limited contact | Blood Moon events; wolf transformation bonuses |
| The Void | Chaos, Potential, The Between | Vampires (loosely) | Offered the Blood Covenant to Vaeloris | Passive; ever-present | Void Rifts; chaos ability effects; Ashen Wastes |
Understanding the Old Gods is not necessary to play Vampires vs. Werewolves effectively. You can reach maximum level, dominate PvP, and complete every dungeon without ever reading a single lore text. But the players who engage with the mythology — who notice that Blood Moon events are not just a gameplay bonus but a goddess straining toward her children — find something in Aeternum that pure mechanics cannot provide: a world that feels like it has weight, like the things that happened here actually mattered to someone. That is the Old Gods' final gift to Aeternum: not power, not protection, but meaning.