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February 2024 Update

Updated: Apr 2, 2024


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Art by Adam Donovan, Roguelike Games


[February 2024]

Greetings all, and welcome to the February (2024) update for Roguelike Games!

Continuing on from last month when we gave you a peek behind the curtain with what you can expect to see in the Moralinth: Uncanny Edition, with February we are concluding that showcase by unveiling what can be found in Moralinth: Gloom Edition! While we would normally update the progress of the Uncanny and Gloom editions of our flagship TTRPG, Moralinth (and don't worry, we'll be getting back to that soon as a lot is going on!), we thought we would take the opportunity to give you a sneak peek into what you can expect with both versions of the game.


Just as we did in January, this update blog will give you a summarised run-down of the core rulebook's content, using a recreation of the respective document's Contents Pages as a guide. This time we'll be having a look at the Gloom Edition of the game specifically. Both editions of Moralinth have a lot of content in them so we'll only be summerising here, but you're all more than welcome to head to our Facebook Page or Discord to ask questions or get any clarification on what you see here.


QUICK DISCLAIMER: What is shown here is not 100% final. As with most things in game development, things may change or be moved around before the final release. That said, the following information should give you a good idea of what to expect from Moralinth: Uncanny Edition.


Art by Adam Donovan, Roguelike Games
Art by Adam Donovan, Roguelike Games

How Moralinth: Gloom Edition is laid out


For those who play Pathfinder: Second Edition, the layout of Moralinth: Gloom Edition will be familiar. This is entirely intentional to help fans of Paizo's game navigate the core rulebook with the same ease they have become used to with existing products. Where Moralinth: Gloom Edition varies from the Pathfinder Second Edition however, is that there is no separate Player Core and GM Core, all information for the main Moralinth: Gloom Edition game can be found in the one volume.


The book is broken down into 13 Chapters as well as an Introduction:


INTRODUCTION:

This part of the book comprises all the introductory information to set up expectations for both Narrators and Players as to what to experience with the game, explains the basics of role-playing games, and well as a brief primer on the d20 System ruleset.


CHAPTER I: GOTHIC HORROR ROLEPLAYING:

The first chapter in the core rulebook looks at the various themes that go into making a gothic horror roleplaying experience as well as how they are applied to a Victorian era-inspired setting, how corruption and madness are prevalent in the world, and also some suggestions on roleplaying safety.


CHAPTER II: THE SETTING, MORALINTH:

In this chapter of the core rulebook, the major set-pieces for the game world are discussed, from major events, the various powerful factions in play, and even the cosmology and other dimensions surrounding Moralinth.


CHAPTER III: CHARACTER CREATION:

An oft-referenced section aimed primarily at Players, this chapter contains all the rules necessary to build a Character for Moralinth: Gloom Edition. Broken down into five steps and a Character creation walkthrough, it is designed to be easily navigated despite the large amount of options available.


CHAPTER IV: THE RULES:

More than just a more detailed look at the rules presented in the Introduction section, this chapter fully describes how each rule works and interacts with others, as well as covering some rules that are not covered in the Introduction or Chapter III. Designed for both Players and Narrators alike, this chapter holds no information that is deemed suitable just for the Narrator.


CHAPTER V: EMERGING TECHNOLOGIES:

The world of Moralinth is in the middle of an industrial revolution, and this chapter details how technology is impacting a primarily theocratic civilization. From printing presses to electricity and from firearms to Clockworks, industry and technology progress at an increased pace. This chapter also addresses Character professions and followers.


CHAPTER VI: FAITH AND RELIGION:

Despite technology being the new driving force across The Estanian Empire, the Known World was built on faith. This chapter delves into the history of religion and its primary institution - The Church. Shepherds of The Multi-Faced Pantheon, the Clergy, Holy Forces and Inquisiton of The Church interpret and enforce the teachings of the eleven Gods and Goddesses.


CHAPTER VII: WEAVING MAGIC:

Only a tiny fraction of the world's population can perceive magic in the world of Moralinth, let alone manipulate it. The Characters are part of that tiny fraction however, so this chapter covers the fundamentals of how magic works in Moralinth, its inherent dangers, and a full list of potential spells to use as well as magical items.


CHAPTER VIII: MADNESS AND CORRUPTION:

Unlike some other table-top roleplaying games, Characters have more than their physical health to consider during game sessions. Insanity and the breaking of the mind are ever-present perils facing an Uncanny, as are losing one's soul to corruption. The chapter goes into more detail and expands on the rules presented in the Introduction and Chapter IV on how the madness and corruption subsystems work.


CHAPTER IX: THE DARK:

Magic. The supernatural. The paranormal. Eldritch entropy. The force that makes all fantastical things possible in Moralinth has gone by many names, but by far its oldest is simply The Dark. Though the average logical mind is protected from both the horrors and wonders of The Dark, the Uncanny can tap into it to fuel their abilities, even while battling horrors spawned from it. This chapter looks at what The Dark is, how it affects the game world, and how Narrators might look to interpret it in their campaigns and game sessions.


CHAPTER X: NARRATOR'S TOOLKIT:

Intended primarily for the Narrator, this chapter is filled with reference material and additional rules for the various subsystems in the game as well as ideas for the uses of props and theme-setting for gameplay sessions. This chapter should be avoided by Players as it may contain information that could impact their sense of discovery while playing Moralinth.


CHAPTER XI: CHARACTERS AND CREATURES:

Much like Chapter X, this chapter is intended for the Narrator Like all other table-top RPGs (TTRPGs), there is technically nothing stopping Players from looking at this information, but doing so might spoil some of the surprises the Narrator has in store for the group. This part of the book contains statistics (or 'stat blocks') for the various people and creatures the Players can interact with.


CHAPTER XII: THE TIES THAT BIND (ADVENTURE):

The Moralinth: Gloom Edition core rulebook comes bundled with a multi-session adventure that can be used to introduce players to the world of Moralinth (see the Moralinth: Gloom Quickstart for another one!). It comes with everything the Narrator might need to run the adventure including a separate resources section where all rules and tools are unified in one place for quick reference in play.


CHAPTER XIII: BACK MATTER:

This part of the core rulebook contains all extra information that either does not fit in the previous parts of the document, covers legal points, or forms a place to find summarised rules and other resources such as character sheets.



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Art by Adam Donovan, Roguelike Games


Breaking it down, Section by Section

So we know the book is broken down into various chapters, but what do those contain? let's have a look:


INTRODUCTION:

Welcome to Moralinth:

This chapter is a brief look at the world and setting of Moralinth, an overview to absorb as you make your Characters and discern where they fit in the story. In addition, it also breaks the book down into its composite parts so you have an overall idea of where to find various information in the book.


A Labour of Love, unrelenting:

The Gloom Edition of Moralinth went through various iterations before ending up as the product it is today, sometimes having to be built again from the ground up! This section goes into detail explaining the reasoning behind those iterations and how the game ended up being adapted for the d20 system.


The d20 System:

Now well over two decades old, the d20 System is a tried and tested tabletop roleplaying system that has developed and changed over the years but has remained universally popular. Moralinth: Gloom Editon uses a variant of this ruleset that branched off from dnd3.5 in 2009. This section gives a brief run-down of the fundamentals of this ruleset.


A Tome for Narrators and Players:

This section is a short piece about how the book is intended for use by all, removing the necessity for a Player-facing book and separate Narrator's tome (though it does point out there are sections of the book dedicated primarily to the Narrator).


A Setting Book, not a World Book:

Morlainth: Gloom Edition is a core rulebook brimming with content, but despite its size, it primarily deals with the rules and the setting of the game for Narrators and Players to begin their adventures. There is far more information about cultures, traditions, and the differences between the various nations and their peoples than could be crammed into a single core rulebook. For that reason, much of this information is included in a separate, free book entitled 'The Imperial Encylopedia Estania'.


Advised Discretion:

As pointed out in the front of the core rulebook, Moralinth is not necessarily a game for everyone: it deals with the supernatural, and some adult themes and is based on a period that is not as inclusive or tolerant as our own. This section offers advice on how to approach these issues as well as considering consent in roleplaying games.


CHAPTER I: GOTHIC HORROR ROLEPLAYING:

What is Gothic Horror? :

This section gives a brief overview of the definition of gothic horror and its literary roots, how it has evolved across the ages, and through various media.


Gothic Roleplaying:

One of the less-explored subgenres of roleplaying games, there are scant few games with a gothic theme attached to them and as such it can often be a challenge for a Narrator to know how to include such themes in their games without causing conflict with the rules or with pacing. This section looks into how to include the gothic in your Moralinth games.


Horror Roleplaying:

Bringing horror to roleplaying is one of the harder genres to implement, but this section goes into detail on what horror means to a roleplaying game, how it can be adapted to your table, and also addresses some of the pitfalls to avoid.


Twisted Victoriana:

One of Moralinth's greatest influences was certain parts of the Victorian Era. While the game is not an 'alternate earth' or 'alternate history' setting, it does draw heavily from events, superstitions, traditions, and viewpoints from the late 19th century. With this being Moralinth of course, many of these are askew or otherwise altered, and this section addresses many of these factors.


Corruption and Madness:

Both Corruption and Madness are extremely important factors in all Moralinth: Gloom Edition games and this section looks into these two driving forces from more of a narrative standpoint than a mechanical one.


Roleplaying Safety Tools:

Due to the nature of Moralinth and some of the themes it deals with, this section contains information and suggestions on various tools and rulings that can be put in place to ensure everyone's comfort around the gaming table or online space.


CHAPTER II: THE SETTING, MORALINTH:

The Blight:

This section addresses The Blight: an ongoing scourge following a near extinction-level event that decimated the Known World's population and forced them behind the massive Enclave walls as the rural areas were decimated and reduced to wilderness.


The Wilderness:

The term used to describe what remains in the wake of The Blight, The Wilderness is covered in this section and looks at the scarred lands that now hold little more than ruins and Feral Blighted.


Enclaves: A Life Behind Walls:

When The Blight hit, mortalkind was forced to retreat behind the massive Enclave Walls just to survive. This section details how life changed for the various peoples of the Known World and how civilization has adapted.


The Empire of Estania:

This section details The Empire of Estania - also referred to as "The Known World" - a collection of eighteen nations collectively ruled over by an Empress and her Imperial Government.


The Church:

The oldest known organization, The Church is a triumvirate consisting of an administrable and public-facing Clergy, the militant Holy Forces, and the clandestine Inquisition, all of whom follow The Prime - the leader of The Church who holds almost as much individual power as the Empress. This section details The Church and its hierarchy, as well as how it integrates with the life of the Imperial citizens.


The Battle for Faith:

With the rise in technology and science, some of the citizens of the Empire are beginning to turn away from the way of the Gods. This section details this ongoing struggle and the reaction of The Church to it.


The Industrial Revolution:

The Empire is currently enjoying the fruits of an Industrial Revolution, and this section goes into detail on all the most recent scientific and technological discoveries in recent years - and what those discoveries mean for the citizens of the Estanian Empire.


Where Once Was War: A Brief History of The Empire:

This section gives a brief history of the Empire of Estania, from its inception over half a millennia ago and covering all major events up until the present day.


Beyond the Known World:

Though the Empire of Estania is referred to by its inhabitants as "The Known World", it is only a single continent on the world of Moralinth. This section describes a little about what exists beyond the borders of the Empire, though much of it is left deliberately ambiguous.


Moralinth Cosmology:

Despite it being the focal point for the entire game, Moralinth is only a single ancestral body in a larger system. Beyond that are the non-material dimensions that connect to the mortal realm. This section describes the larger cosmology of the game world.


CHAPTER III: CHARACTER CREATION:

Creating a Character for Moralinth:

This section explains the various stages of character creation in a summarised format, explaining the five steps that go into creating a Character for Moralinth: Gloom Edition.


Step 1: Ancestry and Origins:

The first step for creating a Character in Moralinth is to decide your Ancestry - are you a Human? a Clockwork? or one of the Enshrouded? regardless of your choice, you are also one of the Uncanny - an individual able to perceive The Dark. Once you choose your Ancestry you can choose an Origin that further customizes your Character.


Step 2: Lifepath:

The lifepath section looks at all the other parts that came before your Character became Uncanny: what their Background was, what languages and skills they knew, and even the Eldritch Event that exposed them to The Dark in the first place.


Step 3: Callings and Specialties:

The third step in creating a Character is to select their Calling: like a Class in other ttrpgs, a Character's Calling represents a selection of skill training and abilities that set them apart from others. In Moralinth: Gloom Editon there are a total of twelve classes to choose from, each with its specialties to choose from. The Callings are Chymist, Dilletante, Explorer, Industrialist, Inquisitor, Medium, Mercenary, Occulist, Priest, Rapscallion, Sharpshooter and Sleuth.


Step 4: Touch of Darkness:

This section goes into detail on what it means for a Character to be a member of the Uncanny as well as how their signature ability - The Sight - works in the game. Additionally, step 4 allows a Player to select a Quirk for their Character: a contrary behaviour that occurs when they suffer too much mental trauma (and also a building block for Dark Passengers).


Step 5: Finishing Touches:

The final step in creating a Character, Finishing Touches goes over personal details for Characters, rules on Residency, starting wealth, equipment, social status, and faction affiliations.


Character Creation Walkthrough:

The final section of Chapter III is a step-by-step character creation example to give a working example of how a Character is put together from concept to completion.


CHAPTER IV: THE RULES:

d20 System Basics:

The beginning of this chapter concerns itself with the very basics of the d20 ruleset covering modes of play, actions, ability score modifiers, making checks, stamina, effects, movement, attacking, defending, dealing damage, spells and magical effects, skills, perception, The Sight, The Delusion, Corruption and Insanity.


Checks:

This section goes into how checks work in more detail as well as some special checks that are used in various situations such as Shock Checks.


Stamina:

How the Stamina system works is explained in this section.


Immunity, Resistance, and Weakness:

This section describes the various forms of damage and effect mitigation.


Fortune and Misfortune:

A pair of contrasting circumstantial effects that can often come into play, this section explains how Fortune and Misfortune work in the game.


Saving Throws:

Saving Throws are rolls made to resist certain effects, and this section explains how Fortitude (Fort), Reflex (Ref), and Willpower (Will) Saving Throws work.


Conditions:

This section explains how the various Conditions work in the game: varied duration modifiers to the Character based on what is affecting them.


Afflictions:

Poisons, curses, diseases, and radiation are all types of Afflictions: effects that, on a failed Saving Throw, last a set duration wherein they have debilitating ramifications that often interact with certain conditions. This section goes over Afflictions and how they work in the game.


Hope Points:

This section covers the Hope Points system, a set of limited resources used by Players to tip the scales in their favour in moments of dire need.


Actions:

One of the staples of the d20 System, this section explains the three-action economy used by Moralinth: Gloom Edition and the various ways Players can have their Characters use their three Actions every turn.


Combat:

Though Moralinth is primarily a social and investigation game, combat is likely to come into play at some point, and this section explains how combat is handled with the game rules.


Resting:

In stark contrast to combat, the Resting mechanic used in Moralinth is covered in this section.


Social Status:

This section describes how the Prestige/Infamy mechanic works and the connected Favour/Disdain mechanics, as well as the perks of social status.


The Delusion and the Supernatural:

The reason why the general populace has no idea about the supernatural, the Uncanny, or The Dark, The Delusion is covered in this section and explains how it works and affects the lives of the imperial citizens.


CHAPTER V: EMERGING TECHNOLOGIES:

Industry in the Age of Reason:

This section covers how the Industrial Revolution affected The Empire and changed it in the Age of Reason.


Economics of The Empire:

The progression of industry in recent years across the Known World has altered the lives of many. This section covers information on the availability of certain items, the popularity of firearms, and the rise in the use of electricity.


The ITC and the ERC:

Two of the largest corporate entities in the Empire, the Imperial Technical College (ITC) and Estanian Rail Company (ERC) are detailed in this section.


Making a Living:

Directly connected to a Character's background, this section gives information on downtime activities between game sessions including making a wage.


Followers:

A section devoted to animal companions, NPCs, and other followers that might be connected to the Player-Characters.


CHAPTER VI: FAITH AND RELIGION:

History of Religion:

This section describes the long and storied history of The Church, from its turbulent beginnings that pre-date the Empire right up until the present year.


The Church as an institution:

How The Church operates its many regulated traditions and functions are explained in this section.


Hierarchy of The Church:

For an organization as massive and complex as The Church, a strict hierarchy has been observed and followed successfully for over a millennium. This section explains that hierarchy.


The Triumvirate Orders:

This section goes into detail on the three main arms of The Church: The Clergy, The Holy Forces, and The Inquisition.


The Chuch in society:

How The Church has influenced society and how they are viewed in modern times is examined in this section.


The Multi-Faced Pantheon:

This section gives a brief but detailed introduction to the eleven Gods and Goddesses that make up The Multi-Faced Pantheon, the exclusive imperial cult of the Empire.


CHAPTER VII: WEAVING MAGIC:

What is Magic? :

This section explains what magic is and how it works in Moralinth, its connection to The Dark and the toll it takes on the Uncanny.


The Uncanny:

Those who possess 'The Spark of Creation' (or more commonly just 'The Spark'), the Uncanny are individuals who can see through The Delusion and have the ability to manipulate The Dark. (All Player-Characters in Moralinth are Uncanny).


Learning magic and casting spells:

This section looks into how Uncanny can learn to weave magic to create fantastical effects called spells.


The Perils of Magic:

Being directly connected to The Dark, using magic is not without its risks. This section explains the various dangers of using magic in the world of Moralinth.


Subtle Magic and The Delusion:

This section shows how the effects of magic are warped behind The Delusion: a phenomenon that allows mortalkind to rationalize away the strange and unusual to protect their psyche. Due to this the fantastical effects of magic are often easily explained or seem circumstantial to the average citizen.


Essences of Magic:

In Moralinth all spells fall into one of five types of essences: arcane magic, divine magic, occult magic, primal magic, and simple tricks known as petty magic. This section describes the differences between the various essences.


Spell Lists:

Each Calling capable of casting spells (being the Inquisitor, Medium, Occultist, and Priest) has its selection of spells they can draw from called 'spell lists', these lists are recorded in this section.


Spell Descriptions:

All non-focus spells are recorded in this section in full detail.


Focus Spells:

Each of the spell-casting Callings has a handful of spells unique to them which cannot be selected by other Callings. Called Focus Spells, these incantations are recorded in this section.


Magic Items:

This section explains what magic items are (also known as Occult Items, Awakened Items, or Enchanted Items. To those who are not Uncanny, these appear as everyday mundane items.


Magic Item Potency:

All magic items in Moralinth have a level associated with them, referred to as Potency. This section explains exactly what Potency is and how it works.


Crafting and Repairing Magic Items:

As well as being able to awaken dormant magical items and even repair damaged ones, some Uncanny possess the ability to imbue normal objects with enchantment runic script to make them magical. The processes for awakening, repairing, and crafting magical items are explained in this section.


Magic Items by Type:

Each magical item is defined by a specific type, and those various types are recorded here in this section.


Alchemical Items:

Straddling the line between magical and scientific, Alchemical items are quasi-magical items that are generally less potent than their enchanted counterparts but employ similar effects and are considerably easier to obtain and construct.


Consumable Magics:

Not all magical items have persistent effects. Those that are consumable or have a singular use such as elixirs, salves, or edibles are recorded in this section.


Sentient Items:

In some rare cases, magical items develop sentience or have the mind of another trapped within. These sentient items are rarely seen and are often frustrated as they cannot communicate with those under The Delusion. A list of example Sentient Items can be found in this section.


Cursed Items:

As rare as Sentient Items, Cursed Items are magical objects operating under a debilitating and frequently complex curse. A list of example Cursed Items can be found in this section.


Relics:

Relics are unique magical items that hold some spiritual or religious significance and are generally more powerful than regular magical items. A list of example Relics can be found in this section.


Artefacts:

Artifacts are unique magical items that hold some arcane or occult significance and are generally more powerful than regular magical items. A list of example Artefacts can be found in this section.


CHAPTER VIII: MADNESS AND CORRUPTION:

Insanity:

One of the most important aspects of the game, the rules for Insanity and how they work are included in this section.


Mental Disorders:

When Characters suffer too much mental damage, they can incur Mental Disorders: psychological debilitations that can arise in certain circumstances or in response to specific triggers. The rules for Mental Disorders as well as a list of example disorders are recorded in this section.


Corruption:

Alongside Insanity, Corruption is one of the most ever-present and important aspects of any Moralinth game. Always at risk of falling to darkness, Characters must watch their levels of exposure to the otherworldly. The rules for Corruption and how they work are included in this section.


Dark Passengers:

Each Character in Moralinth carries with them a dormant representation of their darkest impulses, a kind of personal haunt that travels with them and is made manifest from their psyche. These 'Dark Passengers' start dormant and might never awaken, but those that do are as complex as their hosts. Rules for creating and using Dark Passengers are found in this section.


CHAPTER IX: THE DARK:

What is The Dark? :

A question that has plagued Uncanny since time immemorial, this section goes some way to explain what The Dark is and how it is interpreted in modern nights.


Dark manifestations in the world :

This section goes into detail all the main ways in which The Dark can make its presence felt in the Moral Realm, from magic and Creatures of Darkness to The Blight and The Gloom.


True origins of The Dark? :

Generally intended for the Narrator, this section goes into some of the possible origins of The Dark and how it came to be on the Moralinth.


Is The Dark Evil? :

This section goes into detail about the moral aspects of The Dark and the use of such a force.


Characters and The Dark: In this section, information can be found on the connection between The Dark and The Uncanny - specifically the Player-Characters.


The Gods and The Dark:

This section reveals how The Dark has affected the Gods over the millennia, as well as those who follow them.


CHAPTER X: NARRATOR'S TOOLKIT:

Magic and The Dark:

(This section is suggested for the Narrator's eyes only)

Narrators can find pertinent information on how The Dark influences magic in this section.


The Blight:

(This section is suggested for the Narrator's eyes only)

A complete history of The Blight, how it affects living creatures and the mechanics behind it can be found in this section.


The Gloom:

(This section is suggested for the Narrator's eyes only)

Information on how The Gloom manifests in the world and how that dimension interacts with the Mortal Realm can be found in this section.


Technology vs Faith vs Mysticism:

(This section is suggested for the Narrator's eyes only)

This section gives Narrators insight into how to juggle the three main pillars of science, religion, and magic in a Moralinth game.


How to run a Moralinth Game:

(This section is suggested for the Narrator's eyes only)

This section is dedicated to giving suggestions and information on how to create the theme, mood, and atmosphere for a Moralinth game.


Using the rules:

(This section is suggested for the Narrator's eyes only)

Included in this section is information on how to use various optional variant rules presented in the game as well as more in-depth information on the core rules.


Materials:

(This section is suggested for the Narrator's eyes only)

This section gives information on the various mundane and enchanted materials that make up objects and architecture found in the world of Moralinth.


The Known World:

(This section is suggested for the Narrator's eyes only)

Building on the information found in Chapter II, this section goes into further detail on the nations of the Empire that is pertinent for the Narrator.


Influential Factions in The Empire:

(This section is suggested for the Narrator's eyes only)

The various major Factions of the Empire are covered in more detail for the Narrator in this section.


Narrator Props and Tools:

(This section is suggested for the Narrator's eyes only)

A section dedicated to various tools and aids a Narrator can use to enhance their game, this part of the book is entirely optional.


Narrator Inspiration:

(This section is suggested for the Narrator's eyes only)

A section dedicated to literary, film, television, video-game, and other table-top RPGs for the Narrator to draw information from.


CHAPTER XI: CHARACTERS AND CREATURES:

The fantastical hides among the mundane:

This section gives an overview and introduction to the various other creatures found throughout the Moralinth game.


The Delusion:

Bringing more specific information to The Delusion, this section deals with how creatures are specifically affected by The Delusion.


Non-Player Characters:

(This section is suggested for the Narrator's eyes only)

Non-Player Characters and their stat blocks are listed in this section.


Beasts:

(This section is suggested for the Narrator's eyes only)

Non-fantastical beasts and their stat blocks are listed in this section.


Blighted Corruption:

(This section is suggested for the Narrator's eyes only)

Blighted creatures and their stat blocks are listed in this section. In addition, the rules for changing regular creatures into Blighted are included here.


Creatures of Darkness:

(This section is suggested for the Narrator's eyes only)

Creatures of Darkness and their stat blocks are listed in this section.


Adversaries:

(This section is suggested for the Narrator's eyes only)

Unique, campaign-spanning antagonists with unique histories and abilities are listed in this section.


CHAPTER XII: THE TIES THAT BIND:

Background:

(This section is strictly for the Narrator's eyes only) This section gives all the background information the Narrator needs to be aware of when running The Ties That Bind adventure, arming them with the foreknowledge of the relevance of historical events, the agendas of various individuals, and how the Characters fit into the situation.


Synopsis:

(This section is strictly for the Narrator's eyes only) The synopsis acts as not only a road map and summarisation of the adventure for the Narrator but also a timeline of events that they can refer to as the Player-Characters navigate the story and unravel the plot.


The Story:

(This section is strictly for the Narrator's eyes only) Broken down into four Acts, this is the main content for the adventure where all the information is laid out on an as-encountered basis. Following the actual story, all the tools such as NPC and creature stat blocks, maps, player handouts, and the like are re-printed for ease of access.


CHAPTER XIII: BACK MATTER:

Glossary:

While a summary glossary is included in the Introduction, a far more complete and comprehensive glossary exists at the back of the book to act as an alphabetical reference and appendices. It is designed to allow Players or Narrators to look up areas of interest throughout the book quickly and efficiently.


Moralinth Timeline:

Purely for in-lore purposes and designed for both Players and Narrators, there exists a timeline of the Moralinth world at the back of the book, detailing the earliest points of written knowledge through the ages right up to the present day. Using the Imperial Reckoning Calendar (IR), the timeline covers the important world events from The Age of Reason (the current era), spanning over thirteen hundred years in total (though it is understood the world is older than this and many occult theologians suspect the world is far, far older).


Sample Characters:

Included in this section are three pre-generated characters that can be used by Players in The Ties That Bind adventure or other games, or by Narrators as NPCs. In addition, they can be used as an example of completed characters. The pre-generated characters are:


  • Sir Charles Corbeld, an Imperial Human Dilettante.

  • Ms. Isobel O’Neil, an Eastlander Human Occultist.

  • Octavius, a Guardian Clockwork Explorer.


Reference Tables:

Listed here are a collection of tables and charts making it easy to look up various information found throughout the book.

Included are copies of the Equipment tables, a summary of Moralinth game rules as well as a summary of the character creation process.


Blank Character Sheet:

A blank Character sheet is provided for personal use.


Blank Residency Sheet:

A blank Residency sheet is provided for personal use.


Index:

A multi-page index can be found toward the end of the core rulebook with an alphabetical list of names, rules, features, and items each with an associated page number (or numbers) for reference.


Legal Information:

This section contains a copy of the Open RPG Creative License (ORC).


As you can see from the above, it is not exactly a small core rulebook. At present, the Moralinth: Gloom Edition core rulebook is sitting well over 1,000 pages; though that is before editing and the addition of artwork.

In short, order after this update blog has been released, both the Uncanny and Gloom Edition contents (presented in this blog and also last month's January update) will be uploaded to the Morlainth Official Discord Server.

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Art by Adam Donovan, Roguelike Games


Roguelike Community


FACEBOOK

The Moralinth Official Facebook Group is the place to visit for quick and concise updates for those who only want the summarised details of what is happening with Moralinth, and is a great place to see the artwork, lore snippets, and updates. We're looking to add more to it so that we can add extra information, but we need your help! What sort of things would you like to see included in the Facebook Group that isn't there already? Feel free to leave comments so we can know what is a priority for everyone - and make sure you tell your friends!

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DISCORD:


For a more in-depth and interactive playground for all things Moralinth, you can head over to the Morlainth Official Discord Server. We're looking to foster the community and grow it out, and a few of the messages we've received of late have asked for more ways to interact with the game world as well as an increase in setting information. We're looking to try and grant both requests simultaneously, so keep an eye on Discord for more information! Feel free to invite anyone who you feel might want to follow the project but please remember they need to verify their account when they first join the server (you need to click the little "tick" to be granted the Uncanny role and gain access to all the Categories, Channels and Events).

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Future Plans

With March and beyond we'll be moving back to our more regular schedule with updates to the roadmaps and sharing news about the ongoing development of Moralinth: Uncanny Edition and Moralinth: Gloom Edition.

....and that wraps up our update for this month! Feel free to drop us a message or come visit us on our Facebook page or our Discord Group if you'd like! Until our next update,


Happy Gaming!

- Adam


Art by Adam Donovan, Roguelike Games
Art by Adam Donovan, Roguelike Games







 
 
 

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