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Posted on July 17, 2025, 11:07:40 PM by Jubal
Updates from the Forge 58: Summer 2025

Issue 58: Summer 2025

EDITORIAL & COMMUNITY NEWS

In utterly shocking predictable news, here's another very late issue of Updates from the Forge, Exilian's quarterly newsletter of creative geekery! As our usual author was away conferencing in early July things have kept getting pushed back, but here we finally are and there's a lot to discover in this issue.

There's not a lot of site news to report for this quarter of the year - while the spring contains a good deal of site events like our birthday and winter competition results, summer can be a quieter time as Exilian folk wander off on their travels and explore the wide world beyond these forum boards. We do have some news planned for next issue on site tech, so stay tuned and keep an eye out for some new updates and redesigns coming soon there!

There may not be many whole-site news announcements but that doesn't mean that the furnaces are stopped or the forge-fires quenched. In this issue we have a big crop of eleven updates from different projects, including creatively building horror labyrinths and dwarven halls, exploring mysterious realms from Forao to Fallout, and also, uh, rockpools and basketball. There's a lot going on, so find out more by reading onwards...

CONTENTS:

  • Editorial & Community News
  • Game Development
    • Enter the Minerva Labyrinth
    • What are Fairytales Made Of?
    • It's Clutchtime!
    • Explore The Imperium of Forao
    • Innkeep Dev Logs Return
  • Arts & Writing
    • SOTK's Short Stories
    • A Tale of an Unconquered Sun
    • A Poem About A Sea Snail
  • Miscellany
    • Adventures after the Bombs Fell
    • Experiments in Khazad Architecture
    • Keeping in touch with Exilian


GAME DEV

Enter the Minerva Labyrinth

New Exilian member Antiquity brings us Minerva Labyrinth, a dungeon crawler that faces a newly formed group of magical girl style transforming warriors against a twisted, demonic force only known as the Hate. The future earth our protagonists inhabit is kinder than our own, but the question of whether Hate can truly be defeated still ultimately hangs in the balance...


Do these rooms have an end? Do they even have a geometry? Or do they only have Hate?

Minerva's Labyrinth is made in Godot, and takes some inspiration from games including Wizardry, The Bard's Tale, and Experience. With ten different character classes and adjustable stats and equipment there's a lot of potential for building a fully customised party, but you can also jump in with a pre-built balanced group to start the game with. Enemies provide a range of different tactical challenges, including powerful overlords for each of the game's sixteen labyrinthine dungeons.

There's a demo now available on Steam, and you can check out the game's forum thread as well below:





Wait, there are people out there who don't dream of cake?
What are Fairytales Made Of?

Another new game from a new member, EntangledPear are a game dev couple who bring us The Stuff that Fairytales are Made Of, which takes the 19th century story collections of Slovak folklorist Pavol Dobsinsky and forges them into a new retro JRPG format. The game opens in darkness: the kingdom has been plunged into eternal night, and rumour has it that witches are to blame. Pavol himself becomes the protagonist of the story - a scholar rather than a born warrior, with mechanics allowing him to learn the weaknesses of enemies and progress in the story by learning about the fairy-story land he inhabits.

TStFaMO was made in Game Maker, and features puzzles, potion crafting, and dialogue progression as well as core JRPG combat mechanics. It's available completely free on itch, so please do give it a try and give our folklorists some feedback on their fairytale!






It's Clutchtime!


This early modern soldier isn't chicken. He just has a chicken.
Another old friend of the site, Bigosaur has created a new deck-building roguelike where you must lead a basketball team to victory with cards based on all the classic tricks and plays of the game. To win, you must turn your stamina energy into scoring by playing and setting up card combinations, and make best use of getting the crowd involved with a crowd noise score that can provide bonuses to home teams. With additional mechanics like card stacking for fouls and blocks, the principles of Clutchtime may be simple but there are many tricks of the trade to learn.

The game can be played as a free demo: the full game will release on July 24. There's over 100 cards in the full game, with multiple game modes including the knockout Tournament and the slightly more forgiving Season mode which allows you to take a loss or two and still make it to the play-offs. You can give it a go and find out much more at the links below:





What may be found on the Bleakhorn Coast?
Explore The Imperium of Forao

We have tabletop gaming updates as well as the indie games of course - and some development notes for Son of the King's homebrew TTRPG setting, the Imperium of Forao. Used for running Pathfinder and D&D games in, the Imperium is a land in the north of its world, wide and running from part-frozen oceans in its uppermost reaches down to arid desert on its southern border. Within the realm, besides the Emperor whose word is law, many species, government systems, townships, lands and gods jostle around with varying levels of prominence and importance. Rather than a one-size-fits-all system, the Empire has an array of local semi-elected governors and one or two old hereditary lordships, all with some oversight but the eyes of the Emperor cannot be everywhere at once.

SOTK has provided some general notes on the world and its deities, rulership, species, and, history, and a second post with a travellers' guide to the Bleakhorn Coast region. It's a good example of making a setting which fits classic D&D/Pathfinder rules and tropes well but manages to make a more flexible, plausible-feeling diversity of a world underneath that. If you're interested or want some inspiration for your own gaming settings, do take a look!




Innkeep Dev Logs Return


As well as new game projects, we've got updates from old friends as well - Innkeep, BeerDrinkingBurke's game, has rebooted its set of dev logs as part of a major new push on development since the game found a publisher and formed its own company, Boot Disk Games, in 2024. In this log BeerDrinkingBurke introduces us to the team that's recently formed behind Innkeep, including bonus programming support, music and songwriting, graphics and narrative design brought into the project from a range of angles.

He also discusses the importance of tangible items in the game. Innkeep is in some ways a management simulator, though there's a lot more going on and a lot of story being told beneath that surface. Having a grounded setting helps mesh those perspectives together: by ensuring the world feels like it has depth and real, existent things you can interact with, the story can be told within what feels not just like an abstract simulation but a day-to-day set of authentic-feeling activities for your roguish innkeeper.

For more info on all that and more, besides the video above, do take a look at the forum thread or of course Innkeep's website, where you can sign up to the game's email list, steam wishlist, or Discord!




ARTS AND WRITING

SOTK's Short Stories

Quote
"You heard about them Wishing Stones?"
 
"Wishing stones? What's a stone want with wishing?"
 

Son of the King's short stories thread has recently been updated with a little short vignette-tale of characters discussing wishing stones in a tavern. It's a good example of how short story writing can be really useful for getting the feel of a setting, the sense of what sort of people exist in a world, how they talk, and therefore what people should expect. Even from the two-line clip above, we get an immediate sense of the register of voice the characters are using, and the sense of how information moves: we know that this is a world with ordinary people in, one where people pass on news by word of mouth and rumour. We also know it's a world in which magic is not something that everyone understands immediately and intrinsically, where this idea of a wishing stone is unfamiliar enough to be novel. Thinking about how bits of text like this can convey a lot more than their immediate meaning is a great way to work out how to write better, and this is a nice example of that.

It's also not the only bit of SOTK's writing to appear recently, as he's also writing an AAR thread of a Pathfinder game he's playing in, entitled Thurazur's Field Notes. The identity of our principal point-of-view character is left somewhat obscure in these early notes - after all, why introduce yourself in your own note-taking? We've got numerous other characters appearing already though, with a primary team of - besides Thurazur - a cleric with a love of the finer things in life called Sister Cynthia, an orc named Grugnog, a druid named Elderberry, and Clive, who is a gnome but possibly more importantly is a Clive.

You can find both these pieces of writing and more in our Stories and AARs subforum - do take a look!




A Tale of an Unconquered Sun

More of BagaturKhan's tails of his vast World of Infinitas universe have been added recently, with the end of the story Sol Invictus: these final chapters see the protagonists working out the nature of the ancient threats that may be on the horizone. Focused on small, personal conversations and the juxtaposition of the everyday world of mushrooms and potatoes with the encroaching possibility of galactic war and alien horror, there's an interesting tension between the very grounded world around some of the characters and the immense scale of history and threat they need to contemplate facing.

BagaturKhan's setting is one that exists on a truly epic scale, spanning millions of years of galactic history, but retains a lot of small details in the writing that nonetheless make it very human. You can find a wide array of his stories on his Exilian forum, and he often drops by for discussions and questions. Do take a look!




A Poem About A Sea Snail

The latest poetic work from Jubal is a small one about a small creature - one you might not realise is a ferocious predator in its own little world. The dog whelk is a kind of sea snail, but unlike some of its leaf-chewing cousins whelks can secrete liquid that softens other seashells, allowing them to bore holed into mussels and barnacles and eat them from the inside out. This rather gruesome feeding method makes them among other things one of the threats faced by characters in Jubal's TTRPG Rockpool, but a lighter hearted poetic take on some of the grimness of nature is quite possible too.

Jubal often writes poems and has a number of other animal and nature related rhymes and themes, including poems about obscure creatures like the Desman and the Gaur. You can find all those and more on his Exilian thread which brings together all his poetry since 2008. As well as the natural world Jubal often writes fantasy and fan ballads, besides other poetry about a whole range of aspects of this world and what it's like to navigate it.

If you'd like to read more, do read on!





MISCELLANY

Adventures after the Bombs Fell


Some days you just need to kick back and chill with a friendly two-headed cow though.

In our gaming forum we've got a range of ongoing threads on different games and game world, including the Witcher, the Elder Scrolls, and, prompting some recent chat, Fallout, where Jubal has recently played through & been posting about Fallout 2, the widely acclaimed second game in the series and the last to be made by Black Isle Studios before the series moved to Bethesda's first-person RPG approach.

The discussion has been focused on how the villains of the different games hold up compared to one another, and the differences between the early games and their sense of creating a more internally consistent devloping world, and the later games which focus more on using the post-apocalypse to hold a mirror up to the world of the players and developers. There's lots of different ways that apocalypses can be used in fiction, and Fallout as one of the key game series that defines that sort of setting actually spans multiple of them.

If you'd like to join in with some post-apocalyptic gaming chat, why not come along and share your thoughts?




Experiments in Khazad Architecture


Jubal's recent gaming experiences include a bunch of time playing Return to Moria, the survival-crafting game of maximum dwarfishness. The game has a campaign mode plot as your progress through the various areas of the mountain realm to try and make it safe for your kindred once more, but it also has a lot of scope for free building of different dwarven constructions. From this aspect of the game comes Jubal's Experiments in Khazad Architecture, where he has promised to catalogue various interesting or unusual ideas for building that can be done in the game.

There's a lot of possibilities when building underground that one might not immediately consider. How much does one try to build free-standing in the middle of caverns, versus trying to build things nestled into existing gaps and cracks in the rock? Do buildings need to be built off the floor in the first place, or is building off the ceiling also an equally reasonable option? Hopefully we'll be able to find out all this and more as Jubal's experimentation continues...





Keeping in touch with Exilian


---

There's lots of ways to stay in touch with what we're doing on Exilian: of course checking the forum will always be a good way to know what's going on, but there's other options too. We email out these newsletters - please do get in touch if you want to get emails and aren't doing - and we have an RSS feed, where you can get the latest site announcements and updates directly to the RSS reader of your choice.

We also maintain three social media accounts with sporadic updates: our most active is Mastodon, where we make fairly regular posts, and we also have accounts on BlueSky and Facebook which post every few weeks. That gives you lots of potential ways to make sure you don't miss out on what we're doing and on how to support all the lovely creative folk on the site. Do join us in whichever spaces you wish!







And those are summer's updates! As ever we'll be back in autumn with more and we look forward to seeing you and your wonderful creations again then. Until next time, dear friends - may your forges ever glow bright.

...
Posted on April 13, 2025, 05:35:01 PM by Jubal
Updates from the Forge 57: Spring 2025

Issue 57: Spring 2025

EDITORIAL & COMMUNITY NEWS

It's another belated edition of your favourite Exilian newsletter, which is also probably your least favourite Exilian newsletter because we only have one newsletter - welcome back to Updates from the Forge!

The first part of the year is always a busy one on Exilian, with Cyril & Methodius Day and Exilian's birthday passing as ever. We also had the results of our elections, where we welcomed The Seamstress to the volunteer team as our new forum moderator - big thanks to her for stepping up.

We also had the results of our ICEBOUND winter competition, which this year was won by Tusky with his game The Icebound Wildlife sanctuary! As well as his fun little wildlife-feeding entry, we had three pieces of short fiction and a diorama all of which you can check out at the linked thread. Thanks to GoldKarat and Clio Em, our guest judges, and to Vicorva for sponsoring the competition with a copy of their book.

There are two new articles in our articles section: in The Name of the Game Jubal goes into depth on naming games and how to do it, and in the Exilian Romantasy Blurb Generator we had a bit of fun writing a JavaScript generator that pitches disconcertingly plausible romance-fantasy book ideas. We've also got a bunch of ongoing work from projects covered in other recent issues like the RPG Venleitche, the sci-fi world of Infinitas, and Eric Matyas' music, and no doubt plenty happening behind the scenes on upcoming projects as well.

This time we've got full-size updates from nine bits of the community - so onward to this season's forgecrafts!

CONTENTS:



GAME DEV

Honorbound

New member jerodleupold has posted about his Zinequest 2025 project, which you can still get by late pledging on Kickstarter - this is Honorbound, a science fiction setting where in a galaxy purged of intelligent machines by the machines themselves, highly advanced social rules between the many alien factions and peoples are the foundation of interstellar peace - a world of negotiation and ritual duels to stave off the old fears of conflict and, worse still, corporations.

From the wasteland life of the Harven to the contemplative crystalline thought-spaces of the Iliod, the world of Honorbound has a diverse array of alien archetypes that must be kept in balance - and a diverse array of literary influences too informing how the setting can handle that. Drawing on not only Star Wars and Firefly but also the Three Musketeers and the works of Charles Dickens, the cultures of honour and civility needed to sustain a society that doesn't fall prey to greed and war again may themselves take considerable daring to maintain, or to skirt around for other purposes...




Relentless Expanse


The Expanse! Behold its relentlessness!

New member ThreeCrowAudio came to post about Relentless Expanse, a top down 2D space RTS now in Early Access on Steam. You can send your ships between planets and upgrade production and defences to tangle with computer or human opponents. The stylistically simple galaxy map gives a classic pixelled flavour to your campaigns of galactic conquest.

The game is still in active development: recent additions include the ability to choose the shape of galaxy you play in, upgrades to the AI, and the ability to set keybinds and your preferred single player colour. It's a free game, too, so there's nothing to lose by checking it out!




Rob's ETW Modding!


This early modern soldier isn't chicken. He just has a chicken.
Longstanding Exilian member Clockwork (aka Rob) has been making some mods for Empire: Total War, the early modern instalment in the classic Total War franchise. The aim of Rob's mod is to emphasise factional flavour - amping up the most key elements of each faction's military and systems to make them more distinct, even if this gives a less purely historical outcome.

This includes Russia getting access to a lot more regional troops from various parts of what was in this period rapidly becoming the Russian Empire, larger grenadier units for Poland, and the Dutch Republic moving towards a more mercenary-focused gameplay style and away from standardised line infantry. Desert Warriors are shifted towards more of a skirmish warfare style to emphasise their less rank-and-file nature, and other infantry units are tweaked for France and the Ottomans.

The forum discussion so far has focused on what to do with the Habsburgs: Austria itself doesn't necessarily have the strongest military identity, but the sprawling nature of 17th-19th century Habsburg possessions from Swabia and Bohemia to Hungary and the Balkans give them a potentially rather wide array of troops and cultures compared to some of their more nominally focused neighbours. It's an interesting problem for a Total War game - as the name implies, the game is continually focused on warfare, but the marital and interpersonal diplomacy and sense of recognition that often were core to the distinctive nature of Habsburg power are rather harder to model in this strategy game engine.

If you're interested in Empire TW and in early modern history more generally, this is potentially an interesting thread and discussion to check out at the link below!




ARTS AND WRITING

These Hearts, Who Once Held Up the Sky

Quote
We find each other on the road towards the failing Span.

The sky is still golden here, every star, every path and confluence a part of the greater whole. We each recall, together and apart, when our own skies seemed this indomitable.

And each of our backs bend in empathy beneath the weight of gold.

These Hearts, Who Once Held Up the Sky is a tale of exhaustion, hope, togetherness, and of what it means to be a god. It's a short piece of fiction that follows the imagined journeys of former gods - or beings with the burdens of gods - and explores the thinking and feelings behind their dealing. Fictional gods often focus on senses of omnipotence and power-madness, so it's really intriguing to look at a converse view that seeks to think about the burden, responsibility, and weight that can come with having the strength to hold the world together.

Rob Haines shared this, his first bit of professionally published short fiction, with us recently. It's out in Factor Four magazine, a monthly magazine of speculative flash fiction stories. Rob sharing it on the forum is not the piece's only connection to Exilian, though: he came up with the idea for the story after one of our monthly virtual-moot discussions about burnout and working out how to deal with it, so that's a brilliant outcome for one of our events as well. We're always glad when this community helps shape and grow people's creativity, and we hope you enjoy the wonderful tale that Rob has made!




ForgeFyre Returns

Jubal's multimedia story ForgeFyre takes us into a folklore-inspired gothic clockpunk setting, a world of fey folk, gremlins, da Vinci's wildest creations, religious wars and duelling desperados. Amidst it all, in an overlooked village somewhere in the mountain kingdom of Aloen, a young woman with an unusually sharp memory makes a particularly strange friend - and they will discover a lot more about the world around them together. Take a look at the video below and see what you think!




The story was originally released between 2014 and 2016, with two short chapter-stories taking place focused on its heroine, Ninette. Jubal's Guns, Swords, and Steam setting. They have been unavailable for a number of years, but are now returning here on the Exilian forums, to be re-released in episodic form over the coming months. Do follow along if you'd like to discover more of this world and its strange - human and otherwise - inhabitants!




The Earthwitch: Part Two

Indiekid has returned with the next instalment of his story The Earthwitch, which combines environmentalism, children's horror, and fairytale in a unique package. The first part of the story brought the children and the mysterious Earthwitch together in trying to soothe a part of the earth's pain - at no small cost. This second instalment sees our protagonists and their new mentor discover new magic, learn what to do and what not to do with the earth's strange gifts, and face conflict over how to deal with the pain that humans directly inflict upon wild creatures.

The Earthwitch is an unusual figure, a considerably more unsettling and at times morally conflicted figure than some of the classic fairytale mentors, in a way that hopefully will build compellingly as new stories continue. What is she willing to sacrifice for her attempts to soothe the earth, and how should she, or we, react to horrors that we cannot fully repait? This tale of the relationship between people and the earth made manifest touches on a wide range of themes and is sure to be an interesting, and at times multifaced, read.

Do check it out at the link below, join the discussion and let Indiekid know what you think!





MISCELLANY

Coding Medieval Worlds: Panel Videos Out Now!


One of our biggest annual events is Coding Medieval Worlds, an academic/game dev collaboration workshop run by Jubal that seeks to connect historians and developers and build new ideas for how to tackle core challenges of presenting medieval worlds in game formats. This year, the theme was power and instutition, and we had groups discussing how to make game dev guides on social-economic systems, the way power could be better presented through clothing in games, and how to make instutions in games feel like real complex political structures rather than simply pyramids of henchmen leading up to a boss fight.

As well as the main discussion format sections, we have a range of key expert speakers on different topics - this year there were panels on power outside the state, power and cultures, and courtly power, as well as a keynote on using early medieval law as a way to look at power. We're excited to say that we've now got all of this year's video content - thanks as ever to Jafeth for doing the video capture work - onto YouTube where you can watch several hours more inspiring CMW discussions! Do take a look and let us know what you think.




Rob's Elden Explorations continue


Besides his fiction writing, Rob Haines has been doing a long-running set of ingame photography projects, with the main focus for the past year being exploring the world of Elden Ring and finding new ways and angles to capture its different environments visually. In February he shared his explorations of The Rot & Ruin of Caelid, a classic of foetic swamp design that resonates with other blighted landscapes in game visuals, and in March, two new albums covered Mountaintops & Snowfields (above, pictured) and Miquella's Haligtree.

Finding new ways to envision fictional worlds - sometimes angles and imaginaries that go beyond the imagined use-cases of the developers - is a really interesting sort of sub-creation because it can highlight and explore how intentional and unintentional decisions are made through game design and sometimes even reveal threads, connections and ideas that an original designer might never have consciously realised they were in conversation with. If you're interested both in the aesthetics and discussion of what's behind them, do also check out the discussion of Rob's work on the forum, where we've been having some interesting looks at how some of the different landscape features feel and resonate with one another.

And, of course, there are many more beautiful in-game landscapes to enjoy!





Wearing ruffs during Exilian debates is, nowadays, optional.
Join the debate in The Philosophers' Plaza

The world is not, as has often been observed, so nice a place as it should be. The quest for how to make it a better place - the world of politics - is likewise often (and not always unjustly) maligned for the very real problems. In such a world it's vital to have space where we can focus on the creativity and community that make the world worth living in despite its problems, and we always support people who need Exilian as such a space.

However, we're also always keen to support people approaching the world's problems in the curious, kind, inqusitive spirit that runs through the heart of this community, too. Our space for that is the Philosopher's Plaza, a subforum for politics, philosophy, and often psephology that has been an active space for attempting to set the world to rights from 2008 onwards. If you need a place to ask other interested people what they think's happening in the world, to talk about your own country's elections and politics, or to theorise about where we might all end up in a few years time, the Plaza is the place for you.

Recent discussions have included the state of America, the new government of Austria, previews of how the Australian and Canadian elections are shaping up, and ongoing notes on the politics of Portugal, France, Poland, and more besides. If that might help you keep informed, why not check out the discussion?







That's your lot for Spring! We look forward to seeing you again in summer, when we'll have yet more Exilian updates for your perusal, edification, and entertainment. Until then!

...
Posted on March 29, 2025, 04:03:03 PM by Jubal
Icebound: Competition Results & Showcase!

ICEBOUND: COMPETITION SHOWCASE
 

The ice has thawed from winter and the last frosts are leaving the northern hemisphere, so it's time to find the results of our winter competition! This year's theme was ICEBOUND, and we've had some wonderful pieces engaging with all sorts of angles on the theme. However, there can be - or at least, is in this case - only one winner.

And that winner is... Tusky with his game The Icebound Wildlife Sanctuary!

This little game involves feeding various wild animals with the aim of returning them to the wild: each one you successfully get healed up  The guest judges praised the game's mechanics and animations, and said that the game "really makes you feel the shine of the Arctic and Antarctic". Tusky will win a digital copy of Books and Bone, the cosy fantasy necromancy novel by Veo Corva that follows a town librarian discovering the secrets of death, magic, community, and what it means to be alive.

Thanks also go to our judges, GoldKarat and Clio, and to V for sponsoring the competition. The most important thing, though, is the showcase: all our creators made brilliant things for this and we're really thrilled to be able to show them all to you side by side. Do leave a comment and let us know what you think!



Entry Showcase

WINNER: The Icebound Wildlife Sanctuary - A Game by Tusky


In the Icebound Wildlife Sanctuary, walruses, penguins and arctic foxes come to eat fish and recuperate from a variety of injuries. As the keeper, it's your job to administer medicines and keep them fed - but it's a tricky challenge, and the Sanctuary has a strict payment-by-results system in place. Some days there's not enough fish, others there's not enough time, and to keep your job you need to keep getting animals through your care and back into the wild. Are you up to the challenge?





Icebound - A Story by Spritelady

Click to read the Story:
When she was a child, it had been a taunt. Somehow the other children had known that she was different and they hadn't hesitated to torment her for it.
    "We don't want to play with you. You'll be icebound one day for sure."
At the time, it had sounded mysterious, but the rejection had hurt, and that occupied more of her thoughts. She had done her best not to show them how much it had affected her.

Later, it had been a warning. Her tutors had used it when they felt she was being deliberately difficult.
    "If you keep behaving like this, one day you'll be icebound. If that happens, I won't be able to help you."
Then it had begun to take on an ominous tone, although she had refrained from asking what exactly awaited those who were sent north. They had never liked her asking questions.

Finally, it had been a threat, spat from between clenched teeth along with a spray of blood from where her fist had connected with his mouth.
    "You'll regret this. I'll make sure you're icebound."
It had been worth it.


Sitting in the back of the wagon as it steadily rumbled further north, she realised that the fear of being icebound had hung over her for her entire life. In the end, being taken by the guards had been almost underwhelming. She had expected something out of the novels she sometimes read, with city guards bursting into her room in the dead of night. Instead, there had been a knock at the door and two men she didn't recognise had politely asked her to pack a bag. She knew it wasn't really a question, but it had all been so calm that she hadn't felt worried or frightened. Just resigned to what had apparently always been inevitable.

She'd long since grown too old for her tutors, but the reluctance to ask questions remained. Of course she had wondered what happened to the people who went north. But instinctively, she avoided talking about it. All she knew was what everyone knew: the icebound were taken north and they never returned. She assumed that was where the name had come from: they were bound for a land known for its freezing temperatures and hostile environment.

She had heard the stories of course. Everyone had. Every few years, just often enough to remind people of the risk, someone would disappear. There would be rumours, but never anything concrete. They just vanished. Then someone would say that terrible, mysterious word. Icebound. The missing person's friends would say that they had always known there was something odd about them, of course they'd never really been close. Stories would be told, most greatly exaggerated, about strange occurrences that happened around the missing person.

And then, once the stories had been repeated too many times, and there was nothing new to discuss, the talk stopped. The shock wore off and the person's name faded. Like they had never existed. She'd seen this pattern play out several times, among acquaintances or people she heard talking at a bar.

At least she wasn't leaving anyone behind. There was no one who might miss her or worry when she failed to appear. She suspected that a few of her fellow students at the Academy might wonder what had happened to her, but she had never made any close friends there. Much like when she had been a child, her peers seemed to sense that something wasn't quite right and had always avoided being too friendly. Her landlady would probably be annoyed when the rent wasn't paid, but there wasn't anything she could do about that. Anyway, in all likelihood she wouldn't see her landlady again, so it probably wasn't something to worry about.

The wagon hit a particularly rough patch of road, and she braced herself as she was jostled from side to side. From his raised seat at the front of the wagon, the man driving muttered something under his breath about the conditions getting worse.

Suddenly, there was a loud crack from one of the wheels and the driver swore loudly. He pulled the wagon over to the side of the road and climbed down to inspect the damage. He murmured something calming to the two horses, running a hand down the nearest as he bent to get a closer look at whatever had broken.

It occurred to her then that while the driver was busy, she could run. She hadn't been bound or gagged, she was free to move around. She had her bag. It might be the best opportunity she got.

Except, glancing around, she realised that this was a very stupid idea. The temperature had dropped steadily as they made their way north and the road ran through a wide, flat expanse of scrubland. There was no cover for miles. Even if she did manage to outrun the wagon driver, she had no food, no camping supplies, nothing that would let her live long enough to reach a town. Besides, she was a city girl, she had never spent any time in the wilderness. She didn't know the first thing about how to find food or shelter out here.

She looked around again, this time more deliberately. Could she take one of the horses? It would take time to unhook one from the wagon, so she would need to overpower the driver first. She looked him over. He was solidly built, but no taller than she was and she had plenty of experience brawling. She wasn't naturally a violent person, but there were always some people who responded to her unsettling nature by confronting it with their fists. She'd learnt quickly how to defend herself, and how to incapacitate an attacker.

She would need to be quick, take him by surprise and subdue him. It was risky. He was alone, which meant someone thought he could handle escorting her north. He didn't have the look of a fighter but she knew better than to trust appearances.

Nothing for it then. She'd use It. Just enough to give her an edge and let her get away. She didn't know where she'd go, but anything had to be better than what was waiting for her at the end of this wagon ride.

She closed her eyes, concentrating as she felt for It. The flow of energy that waited at the back of her mind. Anxious as she was, it slipped out of her grasp at first. She took a deep breath, aware that whatever repair the driver was making wouldn't take him much longer to complete. She brushed against the edge of the flow of energy. She almost had it, just a few moments more...

"I wouldn't do that if I were you."

She flinched as the driver's voice broke the silence. Opening her eyes, she realised he had come to stand at the back of the wagon, and was watching her with a disapproving expression.
"I wasn't doing anything," she protested. He snorted and gave her a look. He didn't believe her. How had he known what she was doing? No one had ever noticed before. He watched her for another moment, apparently considering something, and then gave a small shrug.
"Well if you think about not doing anything again, trust me when I say you won't like the result."

She glared at him, and he smirked before moving back around the wagon and climbing back into his seat. He gave a little click, and the horses moved off at a brisk pace, the wagon juddering along the badly maintained road.

They travelled for several more hours. She thought about reaching for It again, but the driver's warning had unnerved her. Maybe it would be better to wait until she knew more about what was going on, and could come up with a better plan than 'run like hell and hope'.

She wondered how much longer they would be travelling. She couldn't see any supplies for spending the night, and they hadn't passed any inns so far. Maybe he intended to drive through the night?

As she twisted around to look ahead, she realised she could see something on the horizon. A few miles ahead, there was a large structure, the first to break the emptiness of their surroundings since they'd left a small town around lunchtime.

Suddenly, she began to feel anxious.

So far, she'd avoided thinking about exactly what was waiting for her at the end of the journey. Now the possibilities flashed through her mind. Would they torture her? Would she be imprisoned? Was she here to be experimented on? Maybe they knew about It. That would explain the driver's comments.

Before she could work herself into a proper panic, the driver spoke again, for the first time in hours.
    "There are a few things you should know before we arrive. Mostly, keep calm and try to be polite. The Professor's a kind woman, but she doesn't like rudeness, so be civil and mind your manners."

    She blinked. That didn't sound like the sort of advice given to someone they were about to lock up. It sounded like the same speech they gave the first-year students at the Academy.

"You've probably heard all sorts of rumours about this place," he continued, apparently taking her silence for compliance. "You'll soon see for yourself what it's really like here. It was a surprise for us all, so you won't be the first if it takes a while to sink in. But you should know that no one here wants to hurt you. Actually, it's just the opposite."

His statement alone surprised her enough to start peppering him with questions. He chuckled at her, but wouldn't say anything else as they approached the jumble of buildings she'd seen earlier at a distance. They were a strange mish mash of styles and sizes. One was several storeys tall, built of grey stone, vast and imposing, with no windows that she could see. Another resembled the bungalows she had seen on the city outskirts, except that this wide, sprawling building could have housed 20 families with room to spare. Yet another looked like a grand church, beautifully decorated with murals carved into the stone.

The buildings spread out with no particular rhyme or reason. The whole complex was the size of a large village, and she was surprised to see people walking between the buildings, apparently going about their business. She hadn't known what to expect, but it certainly wasn't this.

The wagon stopped in front of a small brownstone building, and the driver climbed down and began to unhitch the horses. She sat for a moment, unsure what to do, and then clambered down herself, hefting her bag onto her shoulder. As she did, a woman emerged from inside the building, carefully closing the door behind her. She was dressed practically, prepared for the cold, but there was nothing to indicate who she might be or what her role here was.

She smiled at the driver, and exchanged a few quiet words, before coming around the wagon. Now that she was standing in front of her, it was clear that she was older than she had first appeared. Her hair was streaked with grey, and her eyes crinkled as she smiled.

    "You're a little later than we expected. We thought you'd be here an hour ago." She paused, apparently waiting for a response. When she didn't get one, she continued.

    "I expect you're tired after the journey, so the full tour can wait until tomorrow. For now, I'll show you to your room and let you get settled in. Dinner will be served in an hour."

    The woman paused again, and this time, there was a response.

    "I don't understand what's going on."

    The woman's smile widened.

    "I imagine you've got thousands of questions for us. And we've got some for you as well. It's not every day that we get a new student with your gifts. Don't worry, I promise everything will become clearer soon. For now, I'll just say this:
    "Welcome to the Institute for the Canny and Extraordinary."


The Quest for the Giant Present - Miniatures & Diorama by LincolnIvy


Gandalf the Red recruited rather fewer Dwarves in his quest for the giant present...


What Warmth We Have- A Story by Rob_Haines

Click to read the Story:
We reach the End of the World half-frozen, snow-blind, the chasms in our fellowship torn wide and treacherous.

We lack the heart to raise our voices above the snowbound crunch of feet. There's nothing left to say that's worth fighting the gale which tears words from our lips, the wind a predator in the icefields, howling as it flenses our flesh and leaves our hope to die in the wastes.

Once, we five shared a vision; now, all we will share is an icy grave.

#

Then the Vault rises before us.

I hear my companions' voices raised for what seems the first time in an eternity of frost; they would be crying if the tears did not freeze on their cheeks. Our journey, all these months, the prophet promised us this catharsis.
The culmination of our quest, the means to save our home.

I do not weep. My heart beats, driving my flesh and my pack onward with fresh vigour into the lee of the Vault, shelter from the storm.

#

Frostbitten fingers and sodden wood conspire against our warmth, but I do not offer aid. My brother and I have not seen eye-to-eye for five hundred miles.

The Vault at the End of the World beckons me, a sheer cliff of ice riven by a single vertical crack. This is what we came all this way for, at the word of the Gods, as foretold by prophecy.

But Gods speak in riddles, and prophecy is bitter like the wind. I do not dare hope that our salvation lies within.

#

Step by step.

Heartbeat by heartbeat.

The Vault towers over me and for a moment I fear this is where I die, alone in all ways that matter. Colder than death, a fool of prophecy.

I raise a fist and strike the eternal cliff.

It yields.

In hope and terror and resignation I watch as the Vault tears itself open. It should grind like an avalanche, not crunch like a thousand snowdeep footsteps all at once.

Within lies a void, naught but slick, cold walls.
Empty.

#

The prophet laughs in the face of my anger. She who is God-touched, she who drew us into the ice.
"What did you expect to find?" she says, her old bones cadaverous in her furs.

I have no answer. Magical talismans? Ancient relics to drive back the encroaching night? Something to make all this worthwhile.

I say so.

She shakes her head. "Foolish boy. The Vault does not give, it takes."

I would know fear, if my veins were not already ice.

#

One by one, we tear out our hearts.

We pack them, still beating, in what furs we can spare. We stow them in the void and tell each other it is for the best.

The Vault closes on our sacrifice.

The firewood is forgotten now, for we do not feel the cold that rimes our flesh. We do not fear the march of death, nor doubt our course.

And when the world demands we feel nothing but the ice in our veins, we no longer fear the judgement of our hearts.




Aureliano - A Story by Jubal

Click to read the Story:
The minister stepped delicately off the aircraft, and onto Antarctic soil.

It had taken some effort to get here: his party were deep in another round of discussions with their Colorado allies, and going all the way south seemed like a frivolity when the coalition was on the line.

When the invitation had come, though, he knew he had to go. And he did not care very much, in any case, for politicking.

He wrapped his scarf around his face, and set his goggles down over his eyes. This was as far south as the planes went, well inland from the city-states dotting the Antarctic coast. It was peaceful here, but the sort of peace that comes with weather better suited for some ancient monk railing at the heavens than a settlement of human beings.

Two local functionaries came to meet them, along with a couple of scientists, a very small lady with big mouse-wide eyes and a gaunt man with dry, weatherbeaten skin and close-curling white hair. Along with his bodyguard and his interpreter – none of these Anties spoke god's own Spanish tongue – the minister plodded along behind them.

Much of the settlement was built below ground level, or constructed in heavy rock and concrete shaped to protect buildings and people alike from the elements. The one hotel was mostly below ground, but they stumbled through some ground-level streets to get there. The place was busy: the minister was far from the only person who had been invited. He caught glimpses of an Aegean emissary trying to mix fur coats with official regalia, a tall man who spoke so boldly he must have been Californian, and even a figure with clearly green-hued skin. He knew about Europans, but they were few in number, and he was surprised to see one here.

He looked down from the street to the hotel's yard. The various dignitaries and doctors and diplomats perambulated around the garden below, a simple square of grass, herbs, and bay-trees that had been dug into an indentation in the rock to protect it from the brutal south polar winds. They kept circling it, walking in thought or conversation: it was as if, sped up, they could have formed some sort of particle collider, one of them eventually whirring round and round until, reaching escape velocity, they shot out and across the little town's marketplace with its buzzing light tubes and yelling traders.

They did not accelerate: indeed, they seemed to get ever slower with time, more isolated. The Minister watched them for a moment, and then was ushered down the steps.

"Are you looking forward?" the little mouse-eyed lady asked through the interpreter. "To seeing it?"

The minister answered a polite yes, and only then pondered the question itself. He was glad not to be home, and he had felt oddly drawn to this - this promise of a thing he had never seen. It would probably feel like nothing, though: a trip was a trip, ministers went on trips all the time, and – having nodded at this curiosity he had been brought here to witness – he could return to a post that he performed adequately but not spectacularly, done for a party he served but did not believe in at the behest of an electorate he smiled at every campaign season without it ever quite reaching his eyes.

He looked back at the mouse-eyed lady, who was checking a clipboard to see who else would be on tomorrow's journey. She looked back, and her eyes smiled. The minister wondered if his eyes had done the same: but he suspected that they had not. He went and ordered a glass of muscat, and joked to his interpreter about the food.

 ~

The next morning, they set out: a party of five dignitaries and their entourages, one of several groups who would come and see what the government of Port Emperor and their scientists were finally ready to unveil. The tall, gaunt man drily pattered some facts as three tracked buggies rattled up the cold, rocky slopes where frost clung under the rocks and only occasional hardy mosses grew.

"He says that they've done nothing to create it: it's a feature of the old landscape, and they're just seeing how well it grows."

Their destination was not the pole itself: they turned from that trail, well worn by the occasional wealthy tourists, after an hour, and headed into the mountains. They turned up and over a ridge – now firmly off-road – and down a gulley, the buggy shuddering a little on the pebbles and loose rocks as it rolled down the way.

A white bird soared down the fast polar wind, calling blue murder. The minister's bodyguard glanced up at the curdling noise, and crossed himself. The buggy kept on down the valley, as the largest of the peaks soared above them. In some parts of the continent the mountains were rumbling volcanoes but here they stood still, sharp, and silent against the howling of the air around them. They were like solitary gravestones for worlds neither they, nor the minister, had ever seen.

Now, they stood watch. The mountains guarded their memory and birth-child, there where the buggies stopped and the minister set foot in front of a thing he had never known how to imagine.

There it was, filling the valley floor, shimmering in what little sun reached this darkened place.

It stood in front of him, the sign of a world that was lost. An expanse ten times the size of the dry football fields that dotted his homeland, where the rains and waters had formed, just in the last ten years, a sheet that did not melt in the summer, here in the mountain shadow where it never unfroze.

The minister did not care very much for politicking: he had been born, he had grown up in a battered manor full of old books and newly salvaged technology, and he had inevitably gone into politics as the correct vocation for a man of skill who did not believe in god and had no head for numbers. And so he had come here, where the dry wit and dry wine of that life were taken from him.

The ice stretched out before him, unbroken. He knelt, and reached a hand out to the cold edge of the sheet, and muttered some questions to the interpreter.

It was growing, they said! Four times as large as it was when they had first discovered it, here in a valley too remote for anyone to have noticed. A decade of this, and it would fill the valley. A century left alone, and it might reach the sea, rolling out of the valley's mouth to embrace the world.

He stood there, and cared. He remembered why it had seemed to him strangely necessary that he should come. His name echoed in the damp-smelling of a particular book half-remembered, a tattered old paperback from before the wars that his grandfather had given him.

And so he had taken himself to see ice.

In some years to come, in the run-up to the elections of 2287, he would dutifully credit all of his whirlwind successes to his team, his wife, and to the people of his country. He would not credit this moment with his success, or his drive: it would not do to remind people that he had been there, at that moment. He would not credit the beauty and the magic of seeing that lost expanse, his dream of its growth, with his drive to see his own world grow again, the push back toward the irradiated zones, the stabilisation of the flooded coastlines. And he would certainly not credit his name, or an author long since dead, or his grandfather, with changing the land he governed forever.

But today, he had taken himself to see ice: and he would forever remember what it meant to look outwards across it.

"Long live the Liberal Party," he whispered.

Editorial note: this entry was excluded from judging as it was created by a competition organiser.





That's all we have for Icebound, but it's time to get out of the freeze for the year ahead - and for all our events and activities in the coming months, where we're hoping to have more exciting and fun things to do as a community. We hope to see you for those, and hope you enjoyed this icy creative showcase!

...
Posted on March 18, 2025, 11:27:43 PM by Jubal
17 Years of Exilian!


On March 18, 2008, I made the first post on this website (or, more accurately, the instance of the free forum software InvisionFree which sometime later we'd move off to our own web hosting). It's been seventeen years since then: we've been through a lot, found new friends, parted with others along the way, but I hope we're still being - ultimately - useful to people out there. Whether it's creative chatter and community or just finding a space online to rest one's brain, the spirit of curiosity and creativity in which I was tinkering with little game mods as a teenager is something that, over half my life later, I believe in just as much.

And I believe in you guys. Thanks to all of you who continue to be part of this little thing we've built together. In a world that feels too dark too often, it's too big a thing to ask a little place like this to really hold all that night at bay: but if we can be a little piece of starlight to remind people how to imagine dawn, then I'm more than proud of doing that.

Happy birthday, Exilian: here's to another year.

...
Posted on February 14, 2025, 09:57:27 AM by Jubal
Cyril & Methodius Day 2025

Happy Cyril & Methodius Day!



As usual on Feb 14, we celebrate a very important saints' day - that of Cyril and Methodius. Why, who else were you thinking of?

As patrons of languages and of Europe, Cyril & Methodius Day is a niche little festival of learning, linguistics, and reading which we celebrate non-denominationally. Today's a good day to learn a new alphabet, tell a linguist how much you appreciate them, or just read a really good book. We hope you'll join us in doing so!