Factions & Lore Hub

Three powers. One broken pact. A thousand years of blood on the snow. This is the master index to every faction, bloodline, pack, and neutral order in the Vampires vs. Werewolves universe — who they are, who they hate, and where they stand when the eclipse falls.

Long before players ever drew steel, the world belonged to the Aeternum — six primordial gods whose quarrel between Order and Chaos tore a wound through creation. From that wound bled the first vampire and the first werewolf, and from those two came every clan, court, pack, and covenant that now grinds against one another across the shattered map. Everything in the game — your race, your abilities, your capital city, your enemies — descends from that first split.

Today the world is governed by an uneasy truce called the Blood Pact, signed at the close of the First Eclipse War. The Pact carved the world in two and forbade open war except during the sanctioned Eclipse War — the seasonal, server-wide conflict that decides which faction rules the map. Between those wars, the factions plot, poison, recruit, and betray. This hub gathers all of it.

“There is no peace beneath the moon. Only the length of the pause before the next war.” — inscription on the Silver Flame gate, from the Codex

The Three Factions

The Blood Covenant — Vampires

The oldest, proudest, and most fractured of the three powers. Five bloodlines bound under one Covenant, ruled from the Crimson Court by an eternal aristocracy that measures power in centuries and grudges in millennia. Masters of the night, control magic, and the long game.

Sub-factions: House Malachar · the Crimson Court · the Nosferati · the Sanguine Veil · the Ashen Line.

Read the vampire bloodlines lore →

The Pack Council — Werewolves

Where vampires scheme, the packs run. A federation of bloodline-packs united only by the Pack Council and the sacred rites of the Grand Alpha. Fierce, loyal, and devastating under the Blood Moon — but forever one betrayal away from tearing themselves apart.

Sub-factions: the Ironclaw · the Moonrunners · the Deepwood · the Ashfang.

Read the werewolf packs lore →

The Order of the Silver Flame — Neutral

Humanity’s answer to a world of monsters: a secretive order of hunters, scholars, and relic-keepers who enforce the Blood Pact and guard the Aeternum artifacts. Not playable as a starting race, but their reputation, silvered gear, and prophecy chains are open to both sides.

Wings: the Silver Wardens · the Ashen Scriptorium · the Reliquary.

Read the Ancient Order lore →

Allegiance & Relationship Matrix

How each power regards the others. Read a row as “this faction’s stance toward the column faction.” These standings shift each season based on the outcome of the Eclipse War.

Faction allegiance matrix showing each faction’s stance toward the others
Faction → toward Blood Covenant Pack Council Silver Flame Core Motivation
Blood Covenant (Vampires) Sworn enemy Wary truce Eternal dominion; reclaim the day-lost world
Pack Council (Werewolves) Sworn enemy Distrustful Freedom of the wild; break the cages of the Pact
Order of the Silver Flame Contained Contained Enforce the Blood Pact; keep the Aeternum sealed
House Malachar (V) Rules it Predator Manipulates Absolute rule of the Crimson Court
The Ironclaw (W) Blood-hunt Leads it Hostile Restore the Grand Alpha’s throne
The Nosferati (V) Outcast Opportunist Hunted Survival in the sewers; vengeance on the Court
The Moonrunners (W) Skirmisher Scouts for it Neutral Chase the moon; map the unclaimed wilds

Legend: “Sworn enemy” = open war during Eclipse events. “Contained” = tolerated under the Pact. “Wary truce” = temporary cooperation against a shared threat.

Explore the Lore

Frequently Asked Questions

How many factions are there in Vampires vs. Werewolves?

Three lore factions: the Blood Covenant (vampires), the Pack Council (werewolves), and the Order of the Silver Flame — a neutral human order that polices the Blood Pact. Each has multiple sub-factions, clans, or packs beneath it.

Do I have to pick a side when I create a character?

Yes. At character creation you choose Vampire or Werewolf, which binds you to the Blood Covenant or the Pack Council. The Order of the Silver Flame is an NPC-driven faction that both sides can gain or lose standing with through quests.

What is the Blood Pact?

The thousand-year ceasefire signed after the First Eclipse War. It divides the world into vampire-held and werewolf-held territory and forbids open war outside sanctioned Eclipse War events.

Which faction is stronger?

Neither is designed to dominate. Vampires favour burst damage, control, and night-time power spikes; werewolves favour sustained damage, regeneration, and Blood Moon frenzy. Balance is tuned around the server-wide Eclipse War score.

Can vampires and werewolves ever be allies?

Not as factions — the Blood Pact forbids it. But individual clans and packs have cut secret pacts during past wars, and the Order of the Silver Flame occasionally brokers temporary truces against a greater threat.

What are the vampire clans?

The five recognised bloodlines are House Malachar, the Crimson Court, the Nosferati, the Sanguine Veil, and the Ashen Line. See the vampire clans lore for each one’s powers and place in the hierarchy.

What are the werewolf packs?

The major packs are the Ironclaw, the Moonrunners, the Deepwood, and the Ashfang. All answer to the Pack Council, and each Alpha traces a lineage back to the first Grand Alpha, Fenrûn. See the werewolf packs lore.

Is the Order of the Silver Flame playable?

Not as a starting race, but its questlines, artifacts, and reputation track are open to both vampires and werewolves. High Order standing unlocks neutral vendors, silvered gear, and prophecy-chain quests.

Where does the Aeternum pantheon fit in?

The Aeternum are the six primordial gods whose split between Order and Chaos created both bloodlines. Every faction claims descent from or fealty to a different Aeternum, which frames their motivations and rivalries.

How does faction lore affect gameplay?

Faction and clan choice gates racial abilities, reputation vendors, capital cities, and your role in Eclipse War events. Lore standing also drives world-map control, which shifts spawn rates and resource nodes each season.