In SOEGW there is no leveling meaning grinding is effectively removed from the game. Instead I am using a new system which haven't (as far as I'm aware been used before), Reputation. This system allow you to be rewarded and become rich by any means. Build a ship and sell it to other players or research new technology and produce new weapons and armour.

What does Reputation do?

Reputation allows you to have more of a impact on the realm or group/guild your in by making your votes count as more than others with lower Reputation. The things you will be voting on is who will be your leader of the group/guild or realm and other things which the leader will want council on.

Being King/Queen

In SOEGW each faction, guild or group is ran by a player which is voted in by the people who are members of that realm/guild but they lose there position if they are killed. This makes the risk of being king even more dangerous as it could be snatched at any point even by your own people. To make this happen less the King/Queen will be able to recruit 50 people more than other players.

What Can the King/Queen Do?

The King/Queen can do nearly anything. They can improve the realm they command by upgrading the cities and towns, they can knight players and bestow riches and land upon them, they can give quests to hunt down people/players or take land, set laws, set patrols and the list goes on!


Crafting in SOEGW is unique and rewards skill, not grinding. There at the moment only four different groups of crafting at the moment which are Woodworking, Smithing, Cooking and Alchemy.


Woodworking have a large scope of effects. Woodworking allows the player to design and build mighty ships of mass destruction and design your own houses and farms. This allow for quick defenses to be built before warfare and great variety in ships and carts with different layouts, speed, firepower and storage.

How will it work?

Woodworking will work by having different items being available for crafting depending on the length of the wood you are wishing to craft with. The size can be changed by using certain tools but the tool you use to do this depends on the size of the wood for example a 'Log' will need a sawmill to cut it down a size as a 'Plank' will only need a saw.

A picture of the Woodworking crafting tree (concept)


Smithing will be majorly useful in the world of Ashguard as it will be used to make new armour and weapons from the new technology that you have learnt either by trade or research. This system works by using a furnace and anvil. The furnace must be heated by coal or wood. Then the player will place the metal into the furnace to heat it up. The more heat the metal haves the more time you get to shape the metal allowing you to get a higher quality making it slightly more effective and worth more. The way you shape the item you wish to make is by removing the squares outside the red outline which shown below with the example of a short sword.


This have not been thought through yet


This have not been thought through yet

The World

The game world will hopefully be more realistic and life like than any other game. SOEGW will hopefully make you forget the real world and be immersed fully in the experience. SOEGW wants you to feel connected to the world and care what happens to it. Each faction have it own beliefs and interpretation of the world and what is happening in the world making it feel more in-depth and interesting. There is a total of ten factions...

The Empire
The Empire is the largest and most riches faction in Ashguard and holds the throne of Ashguard which is in the center of the world. The Empire are a not specialized in any skill but imports the latest technologies usually from the Iron Cal but have developed some important and revolutionary ideas such as the new torches which can burn for days on end without any catering.

The Iron Cal

The Iron Cal are a strong and powerful race which began in the center of the earth. The new life on the surface caused internal strain on the faction which resulted in a civil war between the Royalist and the Outcast. The Iron Cal are shorter than man as the environment they began in was small and tight which are now large and luxurious.

The Cellcart

The Cellcart, a band of strong, vicious warriors who are not fully together. They are masters at stealth and speed which they use across the swamps and in the 'haunted forests' surrounding their land.

The Norcal

The Norcal, a strong, brutal race which call the harsh cold land in the north-west there home. They see the ice as their home and bury their dead in the frozen lake called 'The Northern Ice'. There stronger than most men and slightly taller. Their religion states that there god, Sovain (So-vain) have no master plan and only occasionally interventions with the world.

The High Lords

One of the three elven races in Ashguard and the one of the major causes for the Elven
Alliance collapsed because of going to war with the Dark Elves. They live of the isles to the west of Ashguard and keep the 'Scrolls of Eithador' which is a record of everything said in the living world.

The Wood Elves

The Second race of the elves. They are fast and are great at surviving in incredibly difficult circumstances as there agility is so good. There religion is similar to the High Lords and have the same secreted place as the other Elves. They are on the verge of extinction after the collapse of the Elven alliance. They live in the forests scattered around Ashguard.

The Orc's

The Orc's are a very religious race who manged to turn the once lushes land of the west into a wasteland with cracks reaching to the center of the world. There isn't much known about them except they are large in number and have few enormous cities with no little settlements.


The Helrath a race of demonic creatures and live in the Dark seeking to destroy the living land. They have simple structure which consists of a leader named Markel and 12 Kalmort
Lords which are the second most powerful. There are 12 as there is only 12 Fortress which protect Helrath.

The Nords

The Nords, the master of shaping and refining metals. They are great fighters and have a similar lifestyle and beliefs to the Empire but have there own view distant enough to be interesting. They trade with most races but mainly with the Empire as they are the most wealthiest and offer the best price even though they do go to war with one another frequently.

The Dark Elves

The Dark Elves are the third elven race which lives underground in the forest of Dunhem as they were nearly driven from Ashguard. By going underground they manged to keep most of the land they had before the Elven collapse. The forest is to dangerous during the day as the Empire does hunt the Dark Elves still as they are thought to have helped witch's escape the Templar's.

Why are the Graphics so bad?
The graphics in this game are poor because I have decided to focus more on the gameplay and the mechanics of the game. By doing it this way I'm hoping the game will be more enjoyable and more polished than if I focused more on graphics.

Please feel free to tell us what you think.

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Hello and welcome to the first update in such a long time! Most of you may of thought development may have ceased or I've just forgotten about this project. I hope you will be glad to hear this is far from the case.

So what have I've been doing?


The first thing I've been doing is developing a pipeline of development which has seem to improve productivity and structure. This involves writing in depth how systems will work along with what parameters I have set around these systems. By parameters I mean how much depth the system should have, what it's meant to do and the theme of the game. This should allow for more depth and usability along with more cohesion between systems. The GDD (Game Development Document) is half way completed and this is where the blueprint of the game is. The size of this currently stands at over 7500 words and will grow larger over the corse of development along with notes and additions.


The game has also had more features added which includes but not limited to; range weapons, a mansion, base animations, post processing and most importantly AI.

A image showing to current progression on the AI system

The AI system is nearing a stage where it can be shown off in full and tested. The system includes dynamic environment interaction (kicking people into fires, chandeliers being dropped for example), cover system, intelligence system and dynamic movement. What is currently implemented is the path finding element allowing for the AI to find its way to anywhere within the world with weightings (e.g. It will pick roads over fields etc). The AI can also use the dynamic movement system meaning that they can crawl, climb, jump over and roll over/under obstacles. Cover system is near completion, simple cover rating is implemented and closest possible place but an issue with finding the correct position. This means that the dynamic environment interaction and intelligence system needs to be added. These systems will allow for more variation in the way the AI react and should make it more interesting to play and more varied scenarios.

I hope you are looking forward to hearing more!

Really Quick Update

Really Quick Update

News 2 comments

This is just a really quick update just to show this game is not dead!

New Engine!

New Engine!

News 2 comments

Talking about the new engine the game will be using.

Kings of Ashguard Update

Kings of Ashguard Update


This is one of the two games which I have been working which helps make Blades of War.

New development Plan

New development Plan

News 2 comments

This is an update informing you of the changes made to the development of the game. I do want to say the game is still being made but I've have taken...

Comments  (0 - 10 of 32)

Tracking. Nice idea for game! :)

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IMTheGameRunner Creator

Thank you very much!

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Awesome.Keep up the good job!

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IMTheGameRunner Creator

Thank you! I'll try my best!

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Very nice work thus far! It looks very promising.

I have some questions though:
Will the game have gunpowder weapons? (if yes I suggest they be rare and function realistically)
How do you intend to protect the gaming experience of players from trolls(not the beasts)? I mean will patrols be able to hunt down effectivelly idiots who kill uncontrollably? If yes will it possible for someone to play as a bandit without getting his arse kicked all the time?

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IMTheGameRunner Creator

Hi, Thanks for your comment :)

Here is the answer's to your questions


There won't be any small firearms (guns) but will be cannons, these do not use gunpowder though, they use a substance which haven't been named yet which is made by mages using certain ingredients (which haven't been thought yet) to make them fire.


The trolls will hopefully be able to be hunted down by the guards and if not players if they so wish to (kings can set bounties on people as well) but they will have to find them which will be hard as most of the land will uncivilized like it was in medieval Europe , what I mean by this is that there won't be lots of villages and towns close to one another and lots of forest and valleys allowing players to find places to hide and setup as bases or camps for the operations but they will also need to have supplies like food and water meaning that they will have to buy it or scavenger for food, this allows smart players to narrow down the possible hiding spots of groups to find out where they are and hunt them down more effectively.

Short Answer

The short answer is yes to both points on trolls, they will (hopefully) be hunted down by soldiers and players. The other point with firearms is no there won't be.

Reply Good karma+3 votes

Thanks for the reply.
The game concept keeps getting more and more intriguing as you explain it. In fact, if it gets realised, I believe it will be far superior to any MMORPG.

I have another question though:
Have you ended up with a death system? (will the characters simply respawn? Will they lose items or wealth, or will they just die and stay dead?)

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IMTheGameRunner Creator

Hi, thanks for the praise

About the death system I haven't came up with a idea yet but have been thinking about it.

The perm death may put players off spending time on the game as if they die (which can be unexpected such as by a assassin) they will lose everything and all the gameplay they done in building up their wealth, fame & army would be lost and this may make people think there's no point in playing. But if the game goes well I will think about setting up a hardcore server later down the line.

I have also thought of doing everything you are carrying at the time of death would be lootable by the other players but the issue of having the player who was killed just respawn and attack them over and over again, so if I went down that route I would need to spawn them at quite a distance from where they died to give the attacks the chance. This would of course damage your rep as well and may have your solider nearby who you were fighting with to flee and desert your army.

The last system I was thinking of was one were the player doesn't really die, if he/she is 'killed' a solider of their army will drag them off the battlefield and to a place of safety such as the nearest castle or town to rest and heal up. This won't force the player to wait though as they can try to get up and leave at any point but there will be a negative effect or their speed of movement and health.

I not sure which one will work better but please feel free to tell me which one you would prefer or if you got your own idea's.

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The idea of a hardcore server is very good indeed. Personally I opt for hardcore gameplay.

As far as it corcerns the standard servers I rather prefer the idea of looting for warriors/lone players but there should be an option for players (or a chance for NPCs) to save the fallen character by dragging him away.
Commanders of course should automatically be saved by their subordinates.

Thus, in terms of gameplay, I would consider it a good idea when a player gets severely injured, that he falls to the ground and either waits to be dragged away from the heat of battle, or crawls away slowly. You might also add to other players the option to "execute" an injured person and then loot part of their belongings (a percentage of gold or items below a certain value), but they would lose honour/reputation/whatever.

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The honour/reputation of a player might increase the chances of NPCs helping him

I have been thinking of a semi-hardcore & somewhat realistic death system whitch is rather complicated because it changes other aspects of the gameplay too.
If you want to learn more about it I can post it here, or pm you my ideas.

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IMTheGameRunner Creator

yea please feel free to tell me your idea, which ever way you want to, so feel free to pm me or post here

Reply Good karma+3 votes

The system has the elements we have agreed to already (injury, looting) but it makes a drastical change: while the player has infinite respawns,his character has only one life.
What I mean by this is that when the character dies, he does not respawn, but the player is forced to make a new one who will get all the previous character's belongings (except of the stuff he was carrying with him). The new one will supposetly be a relative, a friend or an usurper so he could either have the same family name, the same first and last name (if "insertnamehere" dies you will be able to respawn as "insertnamehere II"), or have a completely different name.
In that way the death of someone will at least affect the gameplay a little as it will change the "storyline" of his family.

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IMTheGameRunner Creator

The only issue I can see in this is with players who spend hours designing there characters being put off by this, I could have that in a Hardcore mode and have a small percentage of you being a 'bastard' making a small story to gain there things back.

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IMTheGameRunner Creator

I like the idea of them being able to be executed and slowly drag themselves away but I think I will add a timer to make it more difficult and more of a essence of time to the equation which will make the player make difficult decisions which maybe morally wrong in there view but is the only way the would survive, this will make the game have more depth and not end up being black and white like some games today.
This feature would also increase the importance of doctors/surgeons in the game as they would be able to mend the player up and would probably be closer than searching around for one or trying to stop the bleeding from objects you find.

I think I may also allow all items on the player to be looted as the world will be so big that players could hide stuff well and later on kept it in their homes and castles.

Reply Good karma+3 votes

Having a timer is a good idea, which makes the game even more challenging. I strongly suggest though that the visual display will not be a simple countdown, but rather a constant deteriorisation of symptoms such as blurry vision and darkening sight.

Since you have agreed with the "injury before death" idea, I suggest that after a player recovers from a near death state he ends up with a wound that needs to close; making him prone to further injury or even disease if he does not visit a doctor/apothecary/wizard/shaman ect. and rest for a while. This idea might be a bit extreme, so I don't mind you turning it down.

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IMTheGameRunner Creator

That sounds like a good idea (both) so I will add them both if I can, thanks for the help and interest.

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May 27 2013

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Jan 28 2013

The Preview is now uploaded and available for download at Docs.google.com I hope you enjoy it so far.

Dec 11 2012

current state when it reach version Pre Alpha 0.0005 and tell me what you think of it so far but be warned it miles from completion.Part 4/4

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