The Nature of the Gate

The Void Gate is located in a coastal region at the southern extreme of No Man's Land — geographically separate from the main contested zone, as if the land itself wanted nothing to do with it. The surrounding landscape is permanently darkened: no sunlight reaches the ground within 10 kilometres, not because of weather or magic but because the Gate absorbs light as a side effect of its operation.

🌑 Physical Description

The Gate appears as an arch of black stone approximately 40 metres tall, carved with symbols that predate both vampire and werewolf written language. Within the arch: nothing. Not darkness — the absence of what darkness is made of. Standing at the edge and looking in, observers report seeing neither depth nor surface, neither movement nor stillness. The few who have entered and returned describe it as "looking at the space between thoughts" — a description that makes sense to no one until they see it themselves.

The Gate produces a constant low-frequency hum that is not quite sound. It can be felt rather than heard, particularly by vampires (who find it familiar in a way that disturbs them) and werewolves with Wolfstone shards (who find it deeply wrong in a way they also cannot explain). The hum intensifies during Void incursions, serving as a natural early warning system for those who know what they are listening for.

Void Incursions

Void incursions are when Void entities cross from the Gate into Aeternum. They vary enormously in scale and type:

Minor Incursions

Frequent — approximately one per real-world week. Small entities: echoes, fragments, things that are barely there. They dissipate on their own within hours if not fed by magical conflict. Most go unnoticed. The Shadow Covenant tracks them as data points.

Standard Incursions

Monthly average. Entities with form and intent. They seek out magical concentrations — both vampire and werewolf settlements — and feed on power. Left unchecked, a standard incursion entity can grow significantly over days. Both factions maintain rapid-response teams for these; cross-faction cooperation occurs here more than anywhere else, purely out of necessity.

Grand Incursions

⚠️ Maximum Threat

Grand Incursions have occurred 7 times in recorded history. The most recent was Year 2,600 — the incursion that Seris and Fen used the Eclipse Blade to repel. Grand entities are large enough that conventional combat is ineffective; they require artifact-level responses, typically the Wolfstone's Void Resistance field, proximity to the Citadel's ward walls, or exceptionally rarely, direct artifact use. Grand Incursions are the only events that have produced vampire-werewolf truces in recorded history. There have been 7 truces.

Escalation Pattern

Moonborn Tribe data shows that incursion frequency and scale have both increased over the last 200 years. The increase is slow enough to be dismissed as statistical noise by those who prefer to dismiss it. The Moonborn Tribe does not dismiss it. They have been preparing for something they will not name for three generations.

Failed Closings

Both factions have attempted to close the Gate at least once per major era. A partial list:

Year 312: The First Vampire Attempt

Malachar himself led the attempt, believing that vampire blood magic — then at its peak — could seal the rift. The attempt failed. Malachar survived. Three of his strongest childer did not. He never attempted it again and never explained why.

Year 891: The Great Sealing

The largest coordinated effort in history — both factions working together, unprecedented before or since. 200 vampires and 200 werewolves combined their powers in a 30-day ritual designed by the Shadow Covenant. The Gate dimmed. For 13 minutes, the hum stopped. Then it resumed, louder than before. 67 participants died in the backlash. This is the closest anyone has ever come.

Year 2,044: The Void Covenant

A vampire faction within the Shadow Covenant attempted not to close the Gate but to control it — to regulate what came through rather than stop all incursions. They succeeded for 4 years. Then they lost control. The resulting unregulated incursion cascade was the worst in recorded history before the Grand Incursion of Year 2,600. The Void Covenant members were executed by the Shadow Covenant itself.

Who Guards It

The Gate is too dangerous to leave unmonitored and too dangerous to approach closely. The current guardianship arrangement is a three-party system that has been in place since Year 950:

  • The Watcher's Circle — Shadow Covenant-maintained observation posts at 10 kilometres, 5 kilometres, and 2 kilometres distance; permanent staffing of 40 scholars; provides incursion warnings to both factions
  • The Moonborn Vigil — Moonborn Tribe-maintained prayer and Wolfstone presence at 3 kilometres; the Wolfstone fragments here create the only Void Resistance field in the Gate zone; this is the Moonborn Tribe's primary reason for existence
  • The Gate Watch — a joint vampire-werewolf military force, staffed on a rotating basis by both factions; the only permanently integrated military unit in Aeternum; they do not share command structure — they simply cooperate because the alternative is dying separately

Inside the Gate

Seventeen people are known to have entered the Gate and returned. None have given consistent accounts. Points of overlap across all accounts:

  • Time does not function normally inside the Gate
  • The Void contains entities that are aware of visitors
  • Navigation is impossible by conventional means — those who returned did so by instinct or accident
  • Something inside the Gate speaks to vampires differently than it speaks to werewolves; no account from either species has been comprehensible to the other

"Inside the Gate there is no darkness and no light. There is only the understanding that you are made of something that the Void considers temporary. And temporary things it considers — entertaining."

— Survivor account, identity withheld, Year 2,788

The Shadow Covenant maintains that the Void is not hostile — merely indifferent, and that apparent hostility is the Gate environment's effect on mortal perception. They have sent 9 research expeditions into the Gate. 6 returned. 3 did not. The Covenant considers this an acceptable return rate and has scheduled a 10th expedition for Year 3,050.

The Void Gate Raid

The Void Gate is the highest-tier raid in Vampires vs. Werewolves — and the only raid that requires both vampire and werewolf players to complete:

Cooperative Requirement

Entering the Gate requires a party of 10: 5 vampires and 5 werewolves. Inside the Gate, vampire and werewolf abilities become complementary rather than opposed — vampire shadow travel provides mobility, werewolf Wolfstone presence creates safe zones, and the party must coordinate both to navigate. This is mechanically the most complex content in the game.

Inside Mechanics

Inside the Void Gate, standard game mechanics alter: no respawn (death is permanent for the duration of the raid), time dilation (in-game time passes differently than real time), and Void entities that target the most powerful player in range, not the nearest. Parties must constantly adapt their positioning.

The Grand Sealing

🎯 The Ultimate Objective

The final objective of the Void Gate raid — unlocked after completing 12 prerequisite quests from both faction questlines and the Shadow Covenant Warden rank — is the Grand Sealing attempt. A party that reaches the inner chamber can attempt to permanently close the Gate. Success ends the current game age (the Eternal War ceases; a new age of reconstruction begins). The Grand Sealing has been attempted 3 times. All three attempts failed at the inner chamber. The fourth attempt party is currently forming.