VORA · THE ROAD AHEAD

What’s on Vora,
and what comes next.

The Survival world is open, with the first quest chapter, professions and player trading. Here is the work we want to add and improve.

Last reviewed · Plans evolve with player feedback.
ONE SHARED WORLDSkyhaven & the Survival wilds
PROGRESS THROUGH PLAYSkills, stories & player trade
COMBAT RULESA neutral hub. A dangerous wilderness.
IN EARLY ACCESS

Available in early access

Skyhaven and the Survival world are open. The opening quest chapter, professions, wardrobe and native fox companions are available. The pack now includes proximity voice chat and a minimap. Planet Minecraft votes reward 25 in-game Vora coins per account per UTC day.

Open the player guide

Survival & trading

A protected hub, personal claims, homes, a fixed-price global market with Skyhaven collection, local chest shops, a bank using your ender chest, and Minecraft Java 1.21.1 with the Vora Modpack.

Quests & professions

Meet Skyhaven’s guides, follow the Chronicles quests, unlock delivery orders and face your first personal boss trial. Train eleven professions through Survival play and keep your earlier training archive.

Factions & feedback

Factions and shared territory are available. The market, quest balance and group flows still need normal-player feedback using the Vora Modpack.

THE BIG PICTURE

Planned work

This is our intended order, not a release calendar. Each chapter is split into smaller updates and tested before the next layer is added.

  1. THE NEXT CHAPTERUp next

    The opening quest chapter

    A clear path from your first arrival to your first real achievement.

    • Play through the Skyhaven chapter with new players using the Vora Modpack. Improve the quest directions, rewards and personal boss trials.
    • Playtest Skyhaven menus and bank with full inventories. Add clearer guidance for claims, homes and your first shop.
    • Shape the next quest line around the people of Skyhaven, with memorable characters and a reason to return.

    What we’re working towardsReady when a new player can arrive, settle in and finish the opening chapter without staff guiding every step.

  2. SKILLS & PLAYER TRADEIn progress

    Professions & player trading

    Be the miner, smith, merchant or adventurer other players remember.

    • Eleven professions now track Survival activities towards level 99. Build on them with useful crafting specialisations, mastery goals and equipment choices earned through play.
    • Build on the fixed-price global market now in early access. Search, categories, price sorting, personal trade history and local shops in claimed single chests are available. Add buy orders after normal-player trading tests.
    • Add a secure trade window, crafting commissions and player contracts. Repair costs and other fair expenses help money keep its value.

    What we’re working towardsReady when gathering, crafting and trading support each other, and players can exchange valuables safely.

  3. EXPLORATION & DISCOVERYPlanned

    Regions, ruins & dungeons

    Find something the map has not already spoiled.

    • Bring distinct regions, old ruins, rare resources and local stories into the Survival world, while preserving existing homes.
    • Hide dungeon entrances behind clues, puzzles and exploration. Climb forgotten towers with increasingly difficult floors and a prize at the top.
    • Add discovery journals, treasure trails, collectibles and a bestiary. Celebrate discoveries without publishing everyone’s secret coordinates.

    What we’re working towardsReady when exploring leads to authored adventures that work for solo players and small groups.

  4. PARTIES, GUILDS & WORLD BOSSESPlanned

    Parties, guilds & world bosses

    Give a group a shared story and a reason to prepare together.

    • Build on factions and shared territory. Add adventure parties, ready checks, group quest credit and encounter roles shaped by equipment and skills.
    • Create guilds with ranks, shared goals, a recorded guild bank, diplomacy and optional Discord connections.
    • Introduce world bosses with readable attacks, multiple phases and fair participation rewards. Start with cooperative encounters before contested events.

    What we’re working towardsReady when helping the group matters, rewards are fair and a lost connection does not ruin the whole evening.

  5. FRONTIER & GUILD CONFLICTRaids disabled

    Wilderness conflict & base raids

    High-stakes adventures for players who deliberately enter them.

    • Build on the open-PvP Wilderness and eighteen fixed arrival routes with contested resources, clear risk information and fair encounter balance.
    • Test the installed raid system before opening it. The current design uses dedicated claim enrollment, scheduled breach-and-loot windows, craftable charges and defensive devices. Final player rules must be published before activation.
    • Caravans, contested towers and guild strongholds are later ideas. Base raids remain disabled; no existing claim has been enrolled.

    What we’re working towardsReady only after players understand the risks and we have tested protection against repeated targeting, exploits and unfair losses.

  6. WORLD STORIES & LONG-TERM PLAYFuture chapters

    Later quests & world events

    A world worth coming back to, without starting your life over.

    • Build longer quest arcs with reputation, meaningful choices, regional threats and new chapters beyond Skyhaven.
    • Run world events, community building projects, seasonal competitions and collection challenges. Avoid routine wipes of homes and permanent progress.
    • Expand endgame crafting, tower challenges, boss collections and purely cosmetic companions. Add content in response to how people actually play.

    What we’re working towardsReady in individual releases, with a stable world and a clear reason for each new system.

OPEN PVP · NEUTRAL HUB · RAIDS PLANNED

PvP, claims
and base raids

The Wilderness has open PvP and no safe zones. Skyhaven is the neutral meeting place. Building protection and combat protection are different.

SAFE

Skyhaven

Our neutral hub for shops, meeting friends and resting. No fighting or attacks from inside. You must be out of combat for 20 seconds before travelling back.

OPEN PVP

The wider wilderness

Explore, quest and encounter other players. Enter through one of 18 fixed routes, selected at random. Claims protect blocks and containers, but do not grant PvP immunity. Travel commands need 3 seconds standing still.

FUTURE FEATURE

Guild conflict & raids

Contested resources and raidable outposts are planned. Raid windows, offline-risk rules and clear objectives will be tested before any claim becomes raidable.

No raid protection for sale. No paid combat advantage. Raid and future loot-system rules will be explained before those features enter testing.

TAKE A CLOSER LOOK

The plans in detail

The smaller systems matter just as much. Explore the ideas behind the roadmap; these are planned improvements unless listed as available above.

STORIESQuests with a little more soul

An opening story that leads into regional chapters, side quests and repeatable work. NPCs should remember what you have done. We want mysteries, choices and rewards worth keeping alongside gathering and combat objectives.

PROGRESSIONSkills, professions & equipment

Long-term gathering, production and combat progression inspired by the satisfaction of OSRS. Mining, woodcutting, farming and fishing should feed smithing, cooking and other crafts. Equipment creates different play styles; being useful should not depend on buying a rank.

ECONOMYA market run by the players

Local shops plus a global market, buy orders, safe direct trades and crafting commissions. Clear prices and fees, offline collection and transaction history make trading easier. Minecraft currency stays separate from Discord Vora Points. No real-money gold or equipment sales.

DISCOVERYHidden dungeons & forgotten towers

Physical places in the Survival world, found through rumours, maps and exploration. Expect keys, puzzles, traps, checkpoints and boss rooms. Resetting an encounter must never erase a nearby player build. Solo adventures and group challenges each need their own rewards.

ENCOUNTERSBosses you learn, not just outgear

Distinct attacks, clear warnings and changing phases. World bosses will reward meaningful participation rather than only the last hit. Early ideas include a forest guardian, a ruined-forge sentinel and a storm creature defending an ancient tower. These larger encounters are concepts, not live content.

TOGETHERParties, guilds & rivalries

Party invites, shared objectives, guild permissions, bank history, milestones and diplomacy. Small guilds and solo players need worthwhile paths too. Private Discord spaces and linked accounts should support the game without making Discord mandatory to play.

RISKPvP & raids with clear boundaries

The Wilderness has open PvP. Only Skyhaven is a safe zone; eighteen fixed, randomly selected arrival routes spread entry into the wilds. Raidable outposts remain a future feature: claim enrollment, raid windows, offline risk and defensive items still need player testing. The installed implementation remains disabled. Existing claims still protect builds and containers. Raiding should create a contest, not unrestricted destruction of someone’s work.

QUALITY OF LIFEThe small things that make play better

A quest journal with clear next steps, search in busy menus, useful item descriptions, inventory-safe hub controls, a missed-reward inbox, reconnect recovery, party wayfinding and adjustable notifications. Keep interactions readable on a phone or controller as well as a keyboard.

COMMUNITYA place outside the game

A build gallery using real player submissions, news, a working event calendar, guides and a clearer team page. Optional Minecraft–Discord linking, event reminders and support tickets should make community life easier. Public maps must respect homes and undiscovered locations.

OUR FOUNDATIONA fair, dependable world

Reliable saves, recoverable backups, protected claims and fair moderation come first. Check suspicious activity without punishing normal player movement. Supporter ranks offer titles and particles, with no paid combat advantage, raid immunity or better loot. All three ranks also unlock the native Forest Fox; Ranger and Warden include the Snow Fox appearance. Chapter I earns the Forest Fox for free. Warden also shares the final ten server places with Staff, within the 50-player limit. Scout, Ranger and Warden bring personal titles and particles to Vora. The Vora Store offers one-time purchases in euros. Personal previews of three custom companion designs are available in Skyhaven. Unlockable custom appearances and seasonal cosmetic collections are planned for later.

FEEDBACK

Tell us what needs work

Tell us where a quest got confusing, which menu was awkward or what you would like to do with your faction. Specific examples help us decide what to work on next.

Share your thoughtsJoin early access

We publish finished updates in News. A roadmap entry is a plan, not a promise of a release date.