Combat you aim
Every arrow, bolt and swing goes where you point it, and it can miss. Read the warning marks on the ground, dash clear with Evade, and let your footing decide the fight. Prefer to lock on? Tab targeting is there when you want it.
A free-to-play action fantasy MMORPG in your browser
The peace was sworn.Someone wants the war back.
Two generations ago, the Concord and the Scarred Dominion swore off the war that split a continent in two. Now caravans go missing, watch posts burn, and every clue points across the sea. Choose your side before the vow breaks.
To end the last war, the world spent nearly all of its magic. What survived was a treaty: closed borders, no armies on the move, and a sea between two old enemies.
Now raids, sabotage and evidence left in the wrong hands are pushing both sides back toward war. Each blames the other. Someone is counting on it.
An action fantasy MMORPG that runs in your web browser, with nothing to install: an online world you share with other players, built around combat you aim yourself. Quest alone or with a party of up to five, take on dungeons, learn a trade, and fight for your faction when you choose to.
Every arrow, bolt and swing goes where you point it, and it can miss. Read the warning marks on the ground, dash clear with Evade, and let your footing decide the fight. Prefer to lock on? Tab targeting is there when you want it.
Group up for quests and take on five dungeons together, from Briar Depths to the Ashen Revel.
Quest markers, a journal and the Atlas of Dorenvar keep you oriented. Guards give directions. Some discoveries still ask you to read the clues and look.
Every quest giver wants something now, and someone pays if you fail. Many speak their lines aloud, and some moments play out as staged cutscenes.
Gather, smith, sew, brew and cook your way up, cast a line and play the reel when a fish bites, and patch up friends with Field Care.
Day and night run on one clock for every player. Weather moves region by region: rain on the coast, snow in the high passes, ash over the fire country.
Found a guild, list your finds at your faction's auction house, mail goods to a friend or trade face to face.
Duel on the practice green, flag for war in your homeland, or contest the signal field at Whitewake. PvP is opt-in, and losing never costs your gear.
Embers, an optional currency, buy conveniences such as extra character slots. They never buy gear, levels or power.
Neither side is the evil empire. Your faction is permanent: it sets your homeland, your capital and your classes, and it decides who meets you with an open gate and who meets you with a drawn blade.
Old rivals who chose to rebuild together. A council keeps one seat for every race and elects a sovereign in turn, and their capital, Caelmont, is a hill city of pale stone built to prove that unity works.
A hard country ruled by a single Iron Regent, where results count for more than ceremony. Their capital, Scarhold, is built down the walls of a rift and lit by forge fire. Whatever you are, keep your word here and you have a place.
Your race decides where your story starts and which classes you can learn. Shape the face, build, height, hair and markings in the character creator.

Frontier folk, traders and road wardens: the practical backbone of the Concord. Their story starts in Greenreach, where the caravans have stopped arriving on time.

Towering stone-wrights and smiths with granite skin and crystal growing at the joints. Their craft raised Caelmont from the mountain, and their ancestors mended the shattered earth after the war.

Forest wardens who grow their homes instead of building them, with heartwood skulls and living canopies. In Rootwake Glade the old trees are tended like family.

Blue-skinned scholars of light, tide and oath. Their ancestors once moved the sea, and the Solmara swore never to work the water again. In Tideglass Reach they still keep that promise.

The same ancestors as the Concord's humans, and a different century of hard choices. Function first, ceremony never. Their story starts in Cinderwake Hollow, a works town of girders and steam.

Fire-forged, with obsidian skin and ember-lit cracks. Blunt, competitive and quick to anger, and loyal for life once you have earned it. They settle things face to face in the Ashen Crucible.

Small, quick windkin who glide on membranes that run from wrist to hip. The war split their homeland in two, and Galehook is the half they still hold. Only the Vantik can ride its updrafts.

The last of a people from the dying world Kovareth, metal-skinned and gold-eyed. Metalwork is close to faith for them, and many inlay metal into their old scars. They begin in Cinderwake Hollow.
Each class has its own resource, three specializations to choose from at level 10 and three talent trees. Two are faction classes: the Accordant fights for the Concord, the Forgestorm for the Dominion.
Stand in front, hold the enemy's attention and keep your companions safe behind your shield. The sturdiest way to learn the game.
Resource: Resolve · Shield Bash, Challenge Banner, Last Stand
Strike from a distance, mark your quarry and keep dangerous enemies from ever reaching you.
Resource: Focus · Power Shot, Quarry Mark, Field Trap
Approach unseen, open an enemy up and end the exchange before they can answer. Positioning is everything.
Resource: Opening · Veiled Approach, Ambuscade, Decisive Breach
Build power with steady bolts, then spend it on lances and bursts that hit whole groups.
Resource: Attunement · Prismatic Lance, Sigil Field, Convergent Burst
Mend wounds, ward companions before the blow lands and carry your group through hard fights.
Resource: Resonance · Mending Current, Warding Light, Restoration Chorus
Brand your foes with hexes, wear them down over time and take back what you spend.
Resource: Residue · Hex Brand, Siphon, Ritual Sever
Run as a wolf, hold the line as a bear, travel as a stag, then step out of form to mend your friends.
Forms: Wolf, Bear, Stag · Adaptive Lunge, Guarded Hide, Renewal Touch
Guard an ally with an oath, heal and steer the fight, and bind your three practices into one Grand Accord.
Resource: Accord · Stone Oath, Harmonized Mend, Grand Accord
Wade into the thick of it, build Forge Pressure with every swing and spend it to endure or to drive through a line.
Resource: Forge Pressure · Alloy Mantle, Cinder Drive, Hammerfall
Aurethain and Varkesh were one land until the war tore it apart. The Sundersea fills the gap, and the cliffs on either side still match. A ship and a skyway are the only regular ways across.
Concord · Starting regionWoodland roads and warm hearths, and an East Road that has gone quiet. Humans and Voren begin here.
Concord · Starting regionPale stone and clear water at the turn of the tide, where the Solmara watch the sea they swore never to work.
Concord · Starting regionGrown-root homes beneath a living canopy, kept by the Thaeli.
Concord · CapitalThe Concord's capital, rising from crowded streets to the citadel. Every race has a seat on its council.
ConcordGolden fields, working farms and the open road that feeds the capital.
ConcordReed roofs and lanterns over a fen that is quieter than it should be.
ConcordHighland trails, brass-bound crossings and snow in the high passes.
ContestedThe long roads between familiar places, and Whitewake, where both factions cross paths and sometimes swords.
Dominion · Starting regionOrchard terraces and working lifts inside a caldera. Dominion Humans and Kovar begin here.
Dominion · Starting regionBright cloth and flowering terraces on obsidian, home to the Kaldreth clans.
Dominion · Starting regionPerched decks and wind-tugged cloth above the sea, where the Vantik learn to glide and the skyway departs.
Dominion · CapitalA living city held above the rift, where the Iron Regent rules and the forges never cool.
DominionCaravan shelters among black sand and glass-dark stone. Nobody crosses it alone.
“The borders closed two generations ago. The treaty held. Nobody alive remembers agreeing to it.”
Vows of War is a free-to-play action fantasy MMORPG set in the world of Dorenvar. You choose the Concord or the Scarred Dominion, one of eight races and one of nine classes, then quest, explore and fight in a world you share with other players. Combat is real-time, and you aim it yourself.
In your web browser, with nothing to download or install. No other platforms have been announced.
Yes. Embers, an optional currency, buy conveniences such as extra character slots. They never buy gear, levels or power, so Vows of War is not pay-to-win.
Join The Vows of War Chronicle with the form on this page. Early-access invites go out by email, in waves, to Chronicle subscribers.
No release date has been announced. Chronicle subscribers hear first.
Yes. The game was first announced as Dorenvar. In November 2026 it became Vows of War, and Dorenvar is now the name of its world.
Early-access invites go out by email, in waves, to readers of The Vows of War Chronicle. Join free and you're on the list.