
EDITORIAL & COMMUNITY NEWS
Welcome to Updates from the Forge 61, for Spring 2026! We're a mere five days after the theoretical line this time, which is an improvement, and we've got a very solid set of updates coming up for you.
As for community announcements, we've as ever had our birthday on March 18, our Cyril & Methodius Day celebration on February 14, and we're delighted to be able to congratulate all of our committee on choosing to stand again and being re-elected to run Exilian during 2026.
In the updates there's something of a dissolute theme to this edition: our games and stories feature drunks, wastrels, and conniving tavernkeepers across a wide array of different worlds and facing problems from giant goblins and fish-worshipping kobolds to needing to rob their tavern guests or even fool the Emperor of Japan. If you want some busier work, though, we've also got industrious yarn-spinning, books to read, and our yearly academic workshop to report on.
With all that and more - on to the updates!
CONTENTS:
- Editorial & Community News
- Game Development
- Legion: Arcane Origins
- A Tale of Tails
- Design Updates from Innkeep!
- Arts & Writing
- Spinning with the Seamstress!
- Genesis Lacrima
- Thurazur's Further Field Notes
- Miscellany
- What are you reading now?
- Coding Medieval Worlds videos
- Jubal's Budapest Travelogue
New Exilian member Goury has arrived with a new game - Legion: Arcane Origins, an anime dungeon crawler in which you explore ever further through a forest maze battling goblins and other enemies. As you progress you'll find new enemies, characters to unlock, and weapons to make your journey smoother... though the number and power of enemies will increase as you go too.
If you liked fast-paced, room-by-room games like Son of a Witch, this might offer some similar action-packed fun, offering a similar sort of roguelite style gameplay, some silly light plot starting with your character being a slightly hung over amnesiac, and a diverse array of different enemies to get the hang of and fight.
A demo is now available on Steam, so you can check that out, and it's a great time to give early feedback to the developer and shape the sort of game you want it to become!

No pheasant in samurai armour appears in the game yet, but in future updates who knows?
As part of Coding Medieval Worlds VI, Jubal, along with Adam 'Ludohistory' Bierstedt and narrative designer Finn Taylor, came up with a new little text adventure game! A Tale of Tails follows the progress of a wastrel from a noble family in Japan in 1000AD who instead of making his way in the world fell in with a kitsune, a fox-spirit, some time ago. Unfortunately, he now needs to find some way to make ends meet, and ideally get recognition from the Emperor - but how? Well, by trickery, it turns out...
The game is thus focused on your efforts to pass, with several different sorts of courtier you can try to purport to be as long as you can find the right clothes and accoutrements to have some idea of what's going on. The adventure is text-only and is played with classic text adventure commands - GO, BUY, TAKE, TALK, and do other activities along with a range of characters including the Emperor of Japan, a drunken ronin, a court wizard, a priest, and other folks besides!
It's a short game experience, but there's possible scope for the game to be enlarged in future, so if you play it and like it then do leave some feedback!

Serve ale! Joke with patrons! Petty theft! It's all in a day's "work"...
BeerDrinkingBurke's game Innkeep is developing apace, with blogposts looking at developing different core mechanics for theft and cooking on the game's website turning up recently. For thieving and inventories, we hear how shifting from a conventional inventory system to a more 'open bag' structure might provide an alternative to more conventional grid-style inventories and how this helps the feel of the theft systems he wants to build for the game. As for cooking, he discusses how part of Innkeep's core design philosophy is to make things feel tactile, dragging around actual items rather than moving them into abstracted inventory boxes, and how that affected the menus and setups for cooking stew, including where a slot-based menu section was nonetheless needed to keep order.
Innkeep follows the tale of a light-fingered vagabond who becomes the proprietor of a rural inn after the untimely death of its previous owner, and finds that he not only needs to make ends meet in potentially very dubious ways but might need to engage with things very far beyond his pay grade because there's more going on around this particular than meets the eye. If you've not done so yet, you can wishlist it on Steam and get updates via BeerDrinkingBurke's email list!
The Seamstress has recently been updating her crafting thread with new adventures in, well... thread! Or adding a new yarn about yarn, that might be happening too.
She's recently been adding to her crafting accomplishments by learning how to use a spinning wheel. There's much dispute about when the first spinning wheels arose, probably in some part of early medieval or late antique Asia, though the spindle and distaff that in most places preceded them as the main weaving method were often still in use as the late 18th century in parts of Europe. Wheels significantly speed up thread-making, meaning they're an important factor in being able given most people nowadays prefer to have lifestyles that don't require them to reserve one hand for a drop-spindle pretty much their whole waking life.
But that's all theory and history, and there's practical experience to be had as well, so do head over and find out some notes on types of wool, lengths of fibre, and the practical issues faced when spinning gets mechanical:
Science fiction writer BagaturKhan has posted the thread to open a new work in his huge Infinitas. There are few details yet about the new book, other than the title Genesis Lacrima - or, written in more literal terms, the birth of tears (lachrymose is a good word to remember for those of you who). BagaturKhan has also hinted that the new book may be part of a rewrite of the wider history and mythos of the Infinitas setting, which spreads across many thousands of years of galactic space and time with tales of the deeds and folly of the numerous wars that tear worlds after worlds apart.
You can read many of BagaturKhan's writings already on Infinitas' dedicated Exilian subforum: if grand space opera is your thing, why not go take a look?
QuoteWe opened the chest. Inside we found a collection of exciting finds; a greatsword which seemed to smoke which Grugnog wasted no time in taking, an interesting hat which seemed to shift form as you look at it from different angles, a wand which Cynthia tells me contains a daily charge of a heal spell, and some potions. The most interesting finds however were right at the bottom. There was a letter written in a kobold script which none of us could make out, an old map seemingly of some kind of castle, and the rest of the egg which we'd been finding pieces of all the way down.
Gently I picked up the egg, which was a mottled, mossy green colour, and quite thick and solid to touch. I ran my fingers over its rough surface, and suddenly the dawning realisation burst into a full understanding. I've seen pictures of such eggs in books before, but I never expected to see one in person. None have been seen in these parts for generations. I looked at the others, my face pale...
We've had more recent updates from Son of the King's post-game writeup of the pathfinder 2e starter game - incidentally run by fellow Exilian member Othko97. Written in the form of field notes, we only find things out fairly obliquely about Thurazur, our narrator, as after all he knows who he is - but we find out rather more about a large band of angry unemployed kobolds, a fish deity, and when to use "but we need the bottle" as an important excuse for some much-needed day drinking.
If that sort of bouncy fantasy storytelling sounds like your kind of thing, do head over and read about Thurazur's latest escapades (along with those of the holy Sister Cynthia, the mighty Grugnog the Orc. and the... Clive, who is a Clive). You could also share your own tabletop adventures in our storytelling forums if you have any to write down - we'd love to read them!

Always more on the To Read pile...
We've had several recent little book reviews posted in Exilian's What Are You Reading? thread, as members across the forum let us know what they've been reading recently. We have recent recommendations for Umberto Eco's Baudolino, a classic tale of an unhappy knight and unreliable narrator who tells Byzantine historian Niketas Choniates of his travels and prompts many discussions on the nature of fact, memory and truth; Guy Gavriel Kay's Tigana, a struggle for a soul of a province whose very name and memory have been suppressed by tyranny; and Finn Longman's The Wolf and His King, a queer retelling of a medieval werewolf tale deeply steeped in the folkloric and medieval-romance storytelling styles of the text it's drawn from.
As much as sites like Goodreads haul everything into aggregated profiles, it can be good to recommend books and discuss them in a more shared collective space, and that's what our What Are You Reading discussion offers. If you've read anything good recently or have a particular recommendation for our community, do head over and check out out!

As ever, February saw Coding Medieval Worlds, our workshop series for historians and game developers. The theme this year for our sixth even was Manuscripts and Mechanics, looking at historical source material and the processes we can use to go between our sources and game-worlds whether that's directly using historical texts in-game, representing the things they say mechanically, or transferring ideas to the player about the historic past in general.
This year's Coding Medieval Worlds videos include an exciting panel on research for games comparing the different experiences and ideas of medievalist and game studies scholar Rob Houghton, Monster Man podcast host and TTRPG developer James Holloway, and Maxime Durand, developer of the Assassins' Creed: Valhalla discovery tour and expert on public-facing heritage gaming. There's also a great discussion with Caves of Qud developers Jason Grinblat and Brian Bucklew and historian and game scholar Yahuai Lu, discussing, and one with developer Steven Anastasoff and historian Vinicius Marino Carvalho discussing different ways to mechanise dynamics in the medieval Celtic world and its stories. With these and more to discover, do check the videos out and catch up on the great CMW discussions!
The Fisherman's Bastion, a pinnacle (or in fact many pinnacles) of 19th century pseudo-medievalism in Budapest's architecture.
As the world turns its eyes to Hungary in the coming fortnight, you might be keen to get some new viewpoints on the place and how it's developed over time. Well, Jubal has some thoughts for you on the city at the heart of it all and the ways that Budapest relates to power and nation. In his newly completed travelogue, entitled Capital Projects, we get a 2024 snapshot of modern Budapest, its museums and building sites, its food and feel, and the ways that it got to where it is today.
Along the way, we visit synagogues, restaurants, and 19th century follies, and we meet a medieval princess who did not want to be married off, the father of Israeli nationalism, and some hybrid ducks whose parents probably needed to be given a little more space. Find out about all that and more in this travelogue, and keep your eyes peeled because our ever-growing travel writing index has much to offer for discovering the world!
And that's all the updates for this spring! We'll see you in summer for another round of Updates from the Forge - until then, take care, stay safe, and keep creating.






