A colossal stone sword stands in a storm-dark sea between two cliffs. Glowing golden cords run from it to a pale Concord bastion on one shore and a basalt Scarred Dominion fortress on the other, and one cord is snapping in a burst of sparks.

Vows of War 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.

  • Free to play
  • Plays in your browser
  • Never pay-to-win
  • Parties of up to five

The vow

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.

  • 2Factions
  • 8Playable races
  • 9Classes
  • 27Talent trees
  • 0Ways to buy power
How it plays

What kind of game is Vows of War?

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.

Real-time combat

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.

Parties of up to five

Group up for quests and take on five dungeons together, from Briar Depths to the Ashen Revel.

Guided, not led by the hand

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.

Story

People worth listening to

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.

Professions

A trade of your own

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.

Living world

One sky for everyone

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.

Social

Guilds, trade and the auction house

Found a guild, list your finds at your faction's auction house, mail goods to a friend or trade face to face.

PvP

Fight for your side, when you choose

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.

Free to play. Never pay-to-win.

Embers, an optional currency, buy conveniences such as extra character slots. They never buy gear, levels or power.

Choose your side

Two answers to the same catastrophe

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.

The Concord

Four races. One argument, held in public.

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.

  • Human
  • Voren
  • Thaeli
  • Solmara
The Scarred Dominion

Strength endures where sentiment fails.

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.

  • Dominion Human
  • Kaldreth
  • Vantik
  • Kovar
Eight playable races

Who will you become?

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.

Meet all eight races
A Concord Human warden in a long blue-and-gold field coat, lantern raised, at a timber watch gate on the Greenreach frontier at dusk.
Concord

Human

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.

Starts in
Greenreach
Classes
All eight Concord classes
A towering Voren stone-wright with granite-grey skin and pale crystal clusters at his shoulders, a mason's hammer over his shoulder, on a quarry terrace beneath a half-built wall.
Concord

Voren

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.

Starts in
Greenreach
Classes
Warrior, Ranger, Channeler, Accordant
A slender Thaeli with a seedpod-shaped heartwood head, glowing green eyes and a small living canopy growing from its crown, standing among grown-root homes and waterfalls.
Concord

Thaeli

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.

Starts in
Rootwake Glade
Classes
Warrior, Ranger, Rogue, Channeler, Shifter, Accordant
A Solmara scholar with sea-glass blue skin, long fin-like ears and star-points glowing at her temples, holding a brass armillary above a harbor of pale spires at twilight.
Concord

Solmara

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.

Starts in
Tideglass Reach
Classes
Warrior, Ranger, Rogue, Arcanist, Channeler, Occultist, Accordant
A Dominion Human foreman in a soot-grey and iron-red riveted coat, war hammer in hand, before a volcanic works town of girders, cranes and forge light.
Scarred Dominion

Dominion Human

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.

Starts in
Cinderwake Hollow
Classes
All eight Dominion classes
A Kaldreth duelist with obsidian skin webbed by glowing ember cracks and hair like smoke and flame, a curved blade held low on a volcanic upland at dusk.
Scarred Dominion

Kaldreth

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.

Starts in
Ashen Crucible
Classes
Warrior, Ranger, Rogue, Arcanist, Occultist, Shifter, Forgestorm
A small periwinkle-skinned Vantik with huge golden eyes and tall ears leaping from a sea cliff, translucent membranes spread from wrist to hip, rookery platforms behind.
Scarred Dominion

Vantik

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.

Starts in
Galehook Rookeries
Classes
Warrior, Ranger, Rogue, Arcanist, Channeler, Shifter, Forgestorm
A Kovar sage with pale pewter metallic skin traced by glowing cyan seams and molten-gold eyes, in cream-and-gold wraps, holding a slender staff in a hall of gold metalwork.
Scarred Dominion

Kovar

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.

Starts in
Cinderwake Hollow
Classes
Warrior, Ranger, Rogue, Arcanist, Channeler, Occultist, Forgestorm
Nine classes

Find your place in the fight

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.

Explore every class
    • Tank
    • Damage

    Warrior

    Sword and shield on the front line

    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

    • Damage

    Ranger

    A hunter with a bow, traps and patience

    Strike from a distance, mark your quarry and keep dangerous enemies from ever reaching you.

    Resource: Focus · Power Shot, Quarry Mark, Field Trap

    • Damage

    Rogue

    A quiet blade that opens and finishes

    Approach unseen, open an enemy up and end the exchange before they can answer. Positioning is everything.

    Resource: Opening · Veiled Approach, Ambuscade, Decisive Breach

    • Damage
    • Support

    Arcanist

    A scholar of formulas and raw magic

    Build power with steady bolts, then spend it on lances and bursts that hit whole groups.

    Resource: Attunement · Prismatic Lance, Sigil Field, Convergent Burst

    • Healer
    • Support

    Channeler

    The healer who keeps everyone standing

    Mend wounds, ward companions before the blow lands and carry your group through hard fights.

    Resource: Resonance · Mending Current, Warding Light, Restoration Chorus

    • Damage
    • Support

    Occultist

    Curses, siphons and patient ruin

    Brand your foes with hexes, wear them down over time and take back what you spend.

    Resource: Residue · Hex Brand, Siphon, Ritual Sever

    • Damage
    • Tank
    • Healer

    Shifter

    A form-changer between beast and healer

    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

    • Healer
    • Support
    • Tank

    Accordant

    Concord only · Keeper of Stone, Tide and Verdant

    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

    • Damage
    • Tank

    Forgestorm

    Dominion only · A heavy hammer and a storm of momentum

    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

The world of Dorenvar

Two continents. One wound between them.

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.

  • Woodland roads, a stone footbridge and a thatched village in Greenreach.Concord · Starting region

    Greenreach

    Woodland roads and warm hearths, and an East Road that has gone quiet. Humans and Voren begin here.

  • Pale stone quays and clear turquoise water in Tideglass Reach.Concord · Starting region

    Tideglass Reach

    Pale stone and clear water at the turn of the tide, where the Solmara watch the sea they swore never to work.

  • Homes grown into giant roots beneath a living canopy in Rootwake Glade.Concord · Starting region

    Rootwake Glade

    Grown-root homes beneath a living canopy, kept by the Thaeli.

  • The pale walls and towers of Caelmont rising from street to citadel.Concord · Capital

    Caelmont

    The Concord's capital, rising from crowded streets to the citadel. Every race has a seat on its council.

  • Golden wheat fields, a mill and a farm road along Sungrain Road.Concord

    Sungrain Road

    Golden fields, working farms and the open road that feeds the capital.

  • Reed-roofed homes and lanterns on boardwalks over the Amberfen at sunset.Concord

    Amberfen Basin

    Reed roofs and lanterns over a fen that is quieter than it should be.

  • A stone bridge and highland trail below snowy peaks in the Crownspine Highlands.Concord

    Crownspine Highlands

    Highland trails, brass-bound crossings and snow in the high passes.

  • A covered wagon crossing a stone bridge over a gorge on the Continental Roads.Contested

    The Continental Roads

    The long roads between familiar places, and Whitewake, where both factions cross paths and sometimes swords.

  • Terraced works and lifts climbing the walls of a dry caldera in Cinderwake Hollow.Dominion · Starting region

    Cinderwake Hollow

    Orchard terraces and working lifts inside a caldera. Dominion Humans and Kovar begin here.

  • Bright cloth canopies and flowering terraces on black volcanic rock in the Ashen Crucible.Dominion · Starting region

    Ashen Crucible

    Bright cloth and flowering terraces on obsidian, home to the Kaldreth clans.

  • Rookery decks and teal cloth on white sea cliffs above the sea at Galehook.Dominion · Starting region

    Galehook Rookeries

    Perched decks and wind-tugged cloth above the sea, where the Vantik learn to glide and the skyway departs.

  • Scarhold's arched bridges and terraces spanning a deep rift lit by lamps.Dominion · Capital

    Scarhold

    A living city held above the rift, where the Iron Regent rules and the forges never cool.

  • A caravan shelter on black sand among glass-dark stone in the Glassfire Expanse.Dominion

    Glassfire Expanse

    Caravan shelters among black sand and glass-dark stone. Nobody crosses it alone.

Explore the world of Dorenvar

“The borders closed two generations ago. The treaty held. Nobody alive remembers agreeing to it.”

A saying on both sides of the Sundersea
Questions

Before you cross

The short answers. The full list lives on the Vows of War FAQ.

What is Vows of War?

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.

Where can I play Vows of War?

In your web browser, with nothing to download or install. No other platforms have been announced.

Is Vows of War free to play?

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.

How do I get early access?

Join The Vows of War Chronicle with the form on this page. Early-access invites go out by email, in waves, to Chronicle subscribers.

When does Vows of War come out?

No release date has been announced. Chronicle subscribers hear first.

Is Vows of War the same game as Dorenvar?

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.

Get early access