
EDITORIAL & COMMUNITY NEWS
Late summer is never the most packed time on Exilian as members are often getting on and travelling and doing more outdoor things, but it's been a productive few months with some interesting things going on around the forum. We've got a good batch of updates below, with some big things on the way in other forthcoming projects and .
We've had one new article since the last Updates from the Forge was released, with Jubal writing a piece on alternative warlock patrons for your TTRPG campaigns. He goes through possibilities from ultra-chaotic and ultra-lawful warlock handlers, to patrons who are in fact just very powerful mortal heroes, to musing on the possibility of the warlock contract also being a country's social contract. Do check that out!
There's a lot to look forward to in the coming months too. We'll be getting on with planning some other events, we'll be keeping running monthly meetups, and we've also got more travel writing in the works among other articles, so there'll be plenty to read as well!
If there's a theme to this time's updates, it's about finding home in strange places: we've got adventurers asking who deserves, the question of whether modern horror classics are now oddly comforting, explorations of building homes underground in games, and when you should make friends with a mysterious voice in your fireplaces. For all that and more besides, read on!
CONTENTS:
- Editorial & Community News
- Game Development
- TTRPGs, Tricks and Politics
- Kavis Work Continues
- Five Nights... where, exactly?
- Arts & Writing
- ForgeFyre: The Voice Revealed
- BeerDrinkingBurke's Brilliantly Bound Books
- Miscellany
- Cave Building in Games
- Medieval History Explorations on Exilian
- Middle Ages in Modern Games 2026

Tricks' blog! Which is not a trick blog. It is a real blog, by Tricks, that does not play tricks unless Tricks plays tricks through Tricks' blog. Hopefully that's clear.
Trickthegiant has been posting about her TTRPG blog, where she has a range of experimental ideas and posts for your games. Her most recent post has been about political ideologies in TTRPG worlds. We often make these quite direct reflections of the ones we're used to in our own real-world countries, but historically and in fantasy settings there have been a very wide array of political factions and movements that don't map neatly onto modern concerns. The role of technology, how economic concerns mesh with the state, agrarian issues, and can all complicate a simple world of left and right. And that's before we get onto the fey and the elves whose politics might have some radically different underpinnings...
If that sounds interesting, do take a look at her forum thread and her blog!
Jubal's sporadic work on his Kavis setting, which he uses to run games in the Savage Worlds TTRPG system, has had some updates lately. His recent devlog has had him revisiting a task from three years ago, but making new progress on providing statlines and structure to the creatures of the heart of the world of Kavis. Writing a bestiary is a multifaceted task, from the mechanical work needed to get the statblocks in line to the creative work of building the monsters and creatures and peoples who might inhabit such an imagined world.
Recently he also ran some test games at Vindiecon, the annual Vienna Indie Tabletop RPGs convention. This was Vindiecon's second year: it includes an artist alley and a range of test games, so for anyone from the area do keep an eye on that for future autumns! Jubal's test games included an unexpected candle salesman, an inheritance dispute where nobody got to inherit and the correct quantity of Goblin Shenanigans (which is to say, a lot of them).
All that and more can be found on the Kavis forums on Exilian:

This is probably the single most serious looking screenshot we could get and should not be taken as representative.
New member scarzehd brings some updates on their game Five Nights at Sh*thouse, originally built but now being upgraded with level generators, an overall goal, and other such improvements. The game is in the homage/conversation with, of course, Five Nights at Freddy's but also more particularly with The Joy of Creation in the animatronic horror and jump scares world.
That said, as its creator says, FNAS*H is "not really meant to be scary" and its aesthetic is much more deeply embedded in Weird Internet Horror Comedy than it is horror in the true sense. It's built around its lighter palette in its creepy abandoned building, the MS Paint level cutouts of the enemy images and shotgun firing popup, the odd little noises and voiceover moments: it's the 2004 internet's reaction to its material, rather than a part of the same genre. It revels in, rather than shying away from, the fact that animatronic creatures are, whilst creepy, also kind of silly. Perhaps it's a reminder that in the face of the true elder gods of whimsy and familiarity, like Dracula and Cthulu before him, Freddy Fazbear too is mortal.
Anyway that may be more philosophical reflection than a game where you run away from enemies in a building and shoot cutout versions of pop horror characters with a shotgun was intended to provoke. If it sounds like your cup of tea, do check the thread out below:

Ever feel your thoughts... cascade?
Jubal's episodic multimedia story ForgeFyre has been continuing to receive updates through the summer months, with one video update and a number of weekly text updates. ForgeFyre is part of Jubal's wider Guns, Swords and Steam setting, a pastiche of gothic, folkloric, and clockpunk-steampunk ideas that brings the fantasy early modern continent of Sarpedonia to life.
ForgeFyre was originally released in the 2010s at one point had its own website but, as that no longer exists, is now being released again as a forum thread on Exilian so you can enjoy Jubal's writing and concepts along with the art of Hannah Milburn across the two released chapters. The story is now coming to the end of Chapter One, The Strangest Creature, which tells the tale of a girl who makes a mysterious - invisible - friend. Ninette is not, however, the sort of character to be fazed by this, and it becomes the puzzle to start a lifetime of puzzles.
Have a read and see what you think of our young heroine's attempts to discover who, or what, the Voice truly is...

Mighty ancient tomes with heavy covers: actually, quite a bit of work to make.
Game developer and BeerDrinkingBurke has recently been getting into book binding and showing us all some of the arts and crafts he's been producing as a result! He's been building the necessary tools, including a book binding cradle to hold the pages, gathering materials, and working out some of the mistakes that can be made. The simplest binding process is taking the pages - which are folded into "signatures", the single-sheet size or single-bundle-of-sheet size sections of a book - and using an awl and thread to bind a single signature into a cover made of card. There's a lot more between that and a full book though, as having multi-signature stacks bound with particular stitches like the "French Link" are needed for longer projects, and there are myriad more techniques and binding options.
BDB's most recent project has been doing a hardcover book for the first time. The greater protection of the hard cover requires some new techniques to make it work, with a "swell" around the spine bulked out by stitching, the need for pressing the cover during creation, and having enough gap for the hinge all being important quirks to work out.
If you'd like to have a go at book binding or if you just want to read up on what's being tried by BeerDrinkingBurke and see some pretty handmade stationery, the forum thread is here and well worth taking a look at:
![]() | ![]() |
The forum has seen some screenshots of creative building ideas across a couple of different survival-crafting games, both of which involve the underground: Return to Moria, which offers an epic 3D representation of Tolkien's underground realm and the dwarves' retaking of it in the Fourth Age, and Vintage Story, which has a much more voxel-driven aesthetic and which certainly doesn't require you to dig much but if you can build a huge underground library, why wouldn't you? The comparison is interesting: RtM of course has a much smoother graphical overview, but VS gives a lot more capacity to build in precise ways, especially with its very detailed chiselling mechanics.
Do you have any fun ideas for how to build underground? From less to more vertical building options, tunnelling gives a whole new three-dimensionality to how one can build - but new potential challenges as well!

What were the lives of our medieval predecessors like? What does medieval mean anyway? Much to ponder...
We've had a number of discussions of medieval history in the Great Library in recent weeks. BeerDrinkingBurke has been reading through Koenigsberger's Medieval Europe 400 - 1500 and providing notes on some of the things he didn't realise from this grand overview of the period, with occasional comments added by resident medieval history professional Jubal. We've also had Jubal's own notes and thoughts from the 25th International Congress for Byzantine Studies, which happened in Vienna in August as a once-in-five-years event that both showcases research and shapes the potential future of the field.
The Great Library also has a What Are You Reading thread, where the last post was a mini-review of Brian Ulrich's The Medieval Persian Gulf which traces the faiths, trade, and politics of that part of the world through the rise of Islam and the growth in different goods trades up into Asia and down through the Indian Ocean.
If you'd like to learn more about any of that, check out the threads below!
Reflections on the International Congress of Byzantine Studies 2026
What Are You Reading? (Non-Fiction Edition)

Continuing with the medieval theme, we've just had the annual Middle Ages in Modern Games asynchronous conference, hosted by Exilian, and it's all fully available to read online. MAMG is an asynchronous blog-conference, so participants write their thoughts as a 500 word or so communication that people can then respond to in the comments. This makes everything accessible to participants around the world, and also means that members of the public and interested game developers can get involved and ask questions.
This year's conference on the theme Possible Worlds/Possible Pasts had 27 papers with academics from countries including China, the USA, Brazil, Germany, the UK, and Turkey. Topics you can head over and read about include the Roman conflict at the heart of Fallout: New Vegas, the role of TTRPGs in exploring historical legal sources, the Chinese maritime imaginary in Uncharted Waters IV, whether it's time to retire paladins from TTRPG gameplay, using randomisation to explore historical sources for game development, and reports on developing games around the rewriting of medieval histories and the soundscapes of Icelandic meeting places.
With all that and much much more available to read, do check the papers out below and leave a question if you'd like to!
That is, for Updates from the Forge, another year over! Our updates for the rest of this year will be published in the New Year issue of 2027 - so we'll see you then. Until then, stay safe, friends, and keep creating!













