Not vampire. Not werewolf. The last great power of mortal-kind — hunters and scholars who keep the two immortal races at each other’s throats so that neither can ever win, and the world can never end.
Silver burns what the night made. That single truth is the whole creed of the Order, carved above every one of their hidden chapter-houses and drilled into every acolyte who takes the flame. For while the vampires plot their eternal dominion and the werewolves run wild beneath the moon, a third power watches from the shadows between them — a power that fears not the monsters themselves, but what would happen if either kind ever won.
The Order of the Silver Flame is the last great human faction, and the quiet architect of the world’s uneasy balance. It was Order hands that drafted the Blood Pact at the close of the First Eclipse War; Order vaults that hold the sealed Aeternum artifacts; and Order prophecy that names the day all of this might end. They do not crusade to destroy the vampires or the werewolves. They do something far colder: they keep both alive, balanced, and forever at war — because a victor would doom us all.
“Let neither win. A world of two evils in balance is a world that still turns.” — the First Precept of the Silver Flame
Why Neutral?
The Order’s neutrality is not cowardice — it is strategy born of terror. Their oldest texts warn that the six Aeternum are not dead but sleeping, sealed away in the artifacts, and that the despair of a broken faction would crack those seals. Should the vampires ever exterminate the packs, or the werewolves ever raze the Covenant, the losers’ dying anguish would wake the gods and bring the Final Eclipse — the unmaking of the world. And so the Order contains rather than conquers, tipping the scales toward whichever side is losing, ensuring the Eclipse War never truly ends.
“We do not fight the darkness. We keep it in balance.”
The Three Wings
The Silver Wardens
The militant wing — hunters clad in silvered mail who enforce the Blood Pact with crossbow, blessed blade, and holy fire. They do not seek out vampires or werewolves to slay, only those who break the Pact or hunt the artifacts. Their vendors sell the game’s only true cross-faction counter-gear.
The Ashen Scriptorium
The scholars and lorekeepers, guardians of the world’s written memory. They study the Aeternum, decode the prophecy chains, and hand players the questlines that unravel the deepest lore. What the vampires remember in blood, the Scriptorium records in ink.
The Reliquary
The vault-keepers who guard the six Aeternum artifacts. The most secretive wing of all — few know where the Reliquary lies, and fewer return from trying to breach it. Its relic-hunt dungeons form the neutral endgame’s ultimate prize.
The Aeternum Artifacts
Six relics, one for each primordial god, each holding a shard of the power that made the monster races. Uniting all six is said to summon the Final Eclipse — which is why the Reliquary keeps them scattered and sealed.
The six Aeternum artifacts and their powers
Artifact
Aeternum
Domain
Prophecy Tie
The Nightheart
Aeternum of Night
Darkness, undeath
Sires the first vampire; sought by the Crimson Court
The Moonfang
Aeternum of the Wild
Beasts, the hunt
Sires the first werewolf; sought by the Pack Council
The Dawnglass
Aeternum of Order
Light, law
The Order’s founding relic; anchors the Blood Pact
The Ruinstone
Aeternum of Chaos
Entropy, ruin
Cracks the seals; the herald of the Final Eclipse
The Tideglass
Aeternum of Waters
Change, memory
Reveals hidden lineages and lost timelines
The Embercrown
Aeternum of Flame
War, ambition
Ignites the Eclipse War; craved by all factions
The Final Eclipse Prophecy
The Scriptorium’s oldest scroll foretells a day when sun and moon eclipse as one, the six seals fail, and the Aeternum wake to unmake creation. To the Order, every seasonal Eclipse War is a rehearsal for that day — a test of whether the balance will hold. The prophecy quest chain, unlocked at high Order reputation, lets players chase the truth of the Final Eclipse across both factions’ territory. For how the wars have edged the world toward that day, read the faction war history and the lore timeline.
Frequently Asked Questions
What is the Order of the Silver Flame?
The neutral, third faction of Vampires vs. Werewolves — a secretive human order of hunters, scholars, and relic-keepers who enforce the Blood Pact and guard the sealed Aeternum artifacts.
Is the Order playable?
Not as a starting race. Both vampires and werewolves can gain or lose Order reputation through quests, unlocking neutral vendors, silvered gear, and prophecy-chain content.
Why is the Order neutral?
The Order believes that if either side wins outright, the losers’ despair will shatter the seals on the Aeternum and trigger the Final Eclipse. So it keeps the two factions balanced and at war — never letting either win.
What are the Aeternum artifacts?
Six primordial relics, one per god, holding fragments of the power that made vampires and werewolves. The Order keeps them sealed in the Reliquary, because uniting all six is said to summon the Final Eclipse.
What is the Final Eclipse prophecy?
The Order’s doomsday prophecy: a day when sun and moon eclipse together, the six seals fail, and the Aeternum wake to unmake creation unless the artifacts stay sealed.
How do I gain Order reputation?
Complete Order questlines, return recovered relics, and act against those who threaten the Blood Pact. High reputation unlocks the Silver Wardens’ vendors, silvered gear, and the prophecy quest chain.
What are the wings of the Order?
Three: the Silver Wardens (militant hunters), the Ashen Scriptorium (scholars and lorekeepers), and the Reliquary (vault-guardians of the Aeternum artifacts).
Does the Order hate both factions?
It distrusts both equally and contains rather than crusades — hunting only those who break the Pact or seek the artifacts. It will broker truces between the races against a greater threat.
Is the Order human?
Yes — the last great human power, wielding faith, silver, and forbidden knowledge instead of undeath or the moon’s curse. That mortality is both their weakness and their claim to judge the immortal races.
How does the Order tie into gameplay?
It drives neutral endgame content: relic-hunt dungeons, the prophecy quest chain, and cross-faction truce events. Its silvered gear counters both vampire and werewolf strengths.