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July 2025 Update

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

[July 2025]


Greetings all, and welcome to the July (2025) update for Roguelike Games!

This month, we will be taking a look at the geography in which the Moralinth game takes place: a continent officially recognised as The Estanian Empire since its complete imperial dominance of the region over five hundred years ago. Also referred to by its older title of "The Known World", this hegemony consists of eighteen separate nations ruled over by a single Empress who is, in turn, supported by her government, military forces and The Church.


NOTE: The information presented in this update is a summarised version of what will be included in the Uncanny, Enclave and Gloom Editions of Moralinth, as well as covered in much greater detail in the upcoming "The Imperial Encyclopaedia Estania", which you can explore for further information.


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

A Quick Update on Moralinth: Enclave Edition


Just before we begin discussing the main topic of this update, we'd like to take a moment to let you know that this month, work concluded on the 1st Draft of Moralinth: Enclave Edition!

The book itself has now completed its first pass and is moving into the proofreading and editing stages. All ten chapters are fully written (see our February 2025 update for more information), and everything is being checked over before it goes to layout and art. We'll soon be conducting internal play-testing as well, and we'll let you know how it goes!

With that, let's get back to today's update:


The Known World


While Imperial Citizens refer to it as ‘The Known World,’ the Estanian Empire is composed of eighteen distinct countries, each with its own culture, beliefs, and traditions.

Spanning from the westernmost nation of Lyryris to the eastern boundary of Timicias, the Empire covers just over 2,000 miles. From the Imperial Enclave of Elysium, the Empress governs the Eighteen Countries, aided by the Regents of each country, and supported by the Church and the Watch.

The Empire is geographically defined by “The Four Borders,” which mark the northern, southern, eastern, and western limits of the Empire and the beginning of external territories.

In the north, the borders of Terrarctana and Ordova separate the Empire from a tundra known as ‘The Frigid North,’ while the vast sands of ‘The Endless Desert’ meet the southern borders of Lyryris, Mirannias, Germandeos, Etharn, and Timicias. To the west, the shores of Lyryris, Dalevya, and Lithanthul face ‘The Black Sea,’ and the enigmatic ‘Empire of Shrouds’ borders the outer edges of Ursur, Thevur, Antea, Manynas, and Timicias.

Comparable in size and diversity to Europe, the Empire of Estania includes three island nations (Estana, Lithanthul, and Dalevya), four landlocked nations (Ursur, Timicias, Etharn, and Germandeos), and eleven coastal nations (Terrarctana, Ordova, Thevur, Antea, Manynas, Amus, Libantas, Scotacion, Jepuraea, Mirannias, and Lyryris).

Each nation contains several Enclaves (cities joined for protection and enclosed by walls), connected by railways operated and maintained by the ERC.

For river, waterway, and sea travel, various boats, from rowboats to galleons, transport people between landmasses, with ships travelling to and from Estana Island being particularly closely monitored.

Although the ERC monopolises rail travel, sea travel is not dominated by any single entity, as multiple companies and individual captains compete for control of the waters. While it is generally assumed that most Player-Characters originate from Estana Isle, particularly the Imperial Enclave of Elysium, some might prefer to hail from elsewhere, so here is a brief overview of Estana and the other seventeen nations for reference and lore purposes:


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


The Core Nations (Estani)


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Considered by most to be the "heart" of the Empire, the Core Nations - officially recorded as Estani - comprise the three coastal nations of Amus, Libantas and Scotacion, as well as the island nation of Estana, the birthplace of the Empire that also shares its name. Collectively, this region is known as Estani, and the people from these nations are said to be of Estanic descent, sometimes referred to as "Imperials" or "Inners".


ESTANA

National flag of Estana
National flag of Estana

Capital Enclave: Elysium, ruled over by High Sovereign Jynrelle III

Other Enclaves:

  • Hallows, ruled over by LadyOregenLe Corre

  • Nevatus, ruled over by Cardinal Bephan Daschner

  • Tebinium, ruled over by Lord Regent Leverin Ascke


The Isle of Estana, the centre of Imperial Rule and the heart of The Empire of Estania, shares its name with the Empire and is the origin of the expansion that eventually included all eighteen nations of The Known World. Estana is famously hard to attack due to its defensive capabilities from every direction and is renowned not only for its political influence but also for being the location of the first and largest Enclave: Elysium. The concept of Enclaves was developed and tested here long before The Blight reached the island's shores.

Elysium is one of the most diverse and cosmopolitan Enclaves, welcoming individuals from all parts of the Empire, irrespective of their culture or beliefs. Every nation maintains a well-staffed embassy within the Enclaves' vast walls.

In addition to the Imperial Capital Enclave of Elysium, where the Empress resides, the Isle of Estana is home to three other large Enclave communities:


Hallows stands out among the four Enclaves on the island. While Enclaves typically consist of Wards (essentially cities) that are interconnected and enclosed by a single massive wall, Hallows Enclave is different. 'The Hallows' refers to a region in the island's northwest that encompasses several townships and villages. This loosely connected collection of communities spans several miles, with none large enough to be considered even a small city. When refugees poured into Elysium, the outlying communities of The Hallows were deemed too risky due to potential Blight exposure. Still, the survivors of those communities nonetheless retreated inside the Enclave Walls found in the north of that nation. From a conventional Enclave viewpoint, Hallows either lacks Wards or is considered one large Ward, depending on whom you ask. It is a diverse mix of many communities linked by road and railway. With some of the most extensive rural areas within an Enclave, one can travel several miles without encountering the great walls that protect the inhabitants from the surrounding wilderness. By Imperial Decree, a single representative must speak for Hallows Enclave, but the people have no specific liege or lord, despite their allegiance to the Imperial Crown. Instead, an election is held every three years, and the winner among several candidates becomes the Lord Regent of Hallows Enclave, representing it in political matters.

The current Lord Regent is Lady Oregen Le Corre.


Nevatus is one of The Empire’s ‘Holy Cities’ and is known as the “Armoury of The Gods” because an entire Ward of the Enclave is dedicated to training and housing The Holy Forces: the militant branch of The Church that serves as protectors of the Faith and the people they oversee. The Nevatus Enclave is led by Cardinal Bephan Daschner, head of The Holy Forces and one of the lieutenants of His Holiness Olasian Dellasin II, the current Prime of The Church of the Multi-Faced Pantheon. Situated in the Southwest of the Island, Nevatus is located far inland and lacks direct naval access, but like all other Enclaves (on Estana and beyond), it is connected by railway to other Enclaves with sea access, such as Tebinium.

The residents of Nevatus Enclave have been deeply religious long before the Wards were unified into the Enclave, and their strong belief in The Pantheon continues today. Although the Nevatians are not opposed to technology, they are less trusting and accepting of it compared to their cosmopolitan counterparts in Elysium, for instance.


Tebinium is an Enclave located along the southeastern coast of the island, consisting of what were once coastal cities and villages. As the only Enclave with a direct and continuous connection to the surrounding waters, Tebinium serves as the primary manufacturer and distributor of naval Watch forces and seafaring vessels for the nation. Under the leadership of Lord Regent Leverin Ascke, these maritime people have consistently produced some of the finest sailors of the Known World, with their expertise integrated into the naval forces of The Watch, where Ascke serves as the Commander in Chief for the nation.

Featuring numerous elite fighting units, the men and women of the “Sea Watch,” as they are often called, played a crucial role in preventing The Blight from reaching the island nation's shores for a full twenty years longer than anywhere else on the mainland. The Enclave of Tebinium also manages all traffic to and from the mainland, maintaining trade routes with Terrarctana, Ordova, Thevur, Antea, Manynas, Amus, and Libantas.


Like other areas in The Known World, the “Wilderness” between each of the Enclaves is extremely dangerous, inhabited by feral Blighted individuals and animals. What was once lush countryside is quickly turning into a desolate wasteland, yet powerful armoured trains still traverse the island (and sometimes underground) between the four Enclaves.



AMUS

National flag of Amus
National flag of Amus

Capital Enclave: Porassa, led by High Regent Andor Floros

Other Enclaves:

  • None


Amus is renowned for its brilliant minds, including philosophers, artists, writers, strategists, and scientific theorists. With the Empire's highest concentration of universities and academies, one might expect its citizens to favour scientific endeavours over spiritual and supernatural interests.

However, the reality is more nuanced. The people of Amus also greatly value creative thinkers who seek self-improvement and expanded perspectives. Consequently, psychological, spiritual, occult, and religious views are also held in high regard within the nation.

Amus stands out in its integration into the Empire of Estania. When the Empire was initially established as an alliance among Estana, Scotacion, and Libantas, Amus chose a different path. Instead of facing conquest or subjugation, and to prevent needless loss of life, Amus sought to join the emerging Empire. This decision was based entirely on insights from their tactical council, as they believed it would be the most advantageous outcome for their country.

This prediction turned out to be accurate and had unforeseen future implications for the tacticians. Geographically, the coastal nation of Amus had few cities, with more small towns, villages, and hamlets compared to many of their neighbours. When The Blight struck Amus in 236 IR (a year after the first recorded outbreak), a significant amount of manpower from Estana was utilised to gather the people from these remote communities and bring them to the Enclave walls, leading to the establishment of the Enclave of Porassa.


As the nation’s only Enclave, Porassa serves as a melting pot of diverse cultures, ideas, philosophies, and opinions.

Governed by High Regent Andor Floros, it is a remarkably enlightened realm that values and promotes individuality and creative endeavours, also producing some of the most coveted art in the Known World.

Porassa, located in the eastern part of the nation, is closely associated with the Etharn Enclave of Ous, which finances many educational institutions in Amus. It serves as a neutral ground for the various factions of the Empire.

The generally accepting mindset of Amus results in a more liberal and relaxed attitude towards most issues. While it still adheres to Imperial Law, The Watch is seldom required to police the Enclave streets and primarily focuses on safeguarding Porassa from external threats like Blight attacks.

Similarly, the cultural gap between the rich and the poor is much less noticeable here compared to other Empire nations, with those with fewer financial resources often receiving charitable donations and support.

Although this might seem like an idyllic lifestyle (and in many respects it is), the residents of Amus are quite selective about who they allow to live among them. While visiting is welcomed and even encouraged, becoming a permanent resident is another matter entirely. Individuals must demonstrate their value to society, meet and pass various criteria, and commit to working in the community for at least five years. To outsiders, these requirements may appear arbitrary, but the Amus government will not even review a person's application unless these conditions are met.



LIBANTAS

National flag of Libantas
National flag of Libantas

Capital Enclave: Aeir, led by Cardinal Erdentis Savros (Also the residence of His Holiness Akaan Branan I, First Prime of The Church)

Other Enclaves:

  • None


Most Imperial citizens perceive The Church in two primary ways: the accessible and compassionate priests of The Clergy, and the steadfast warriors of The Holy Forcers (only the unfortunate have direct dealings with the fervent Inquisition). While the Enclave of Nevatus and the Capital Enclave of Elysium boast significant Church presence, many regard the nation of Libantas (and its sole Enclave, Aeir) as the true "holy land." According to legend, it is not only the birthplace of the Multi-Faced Pantheon, but Aeir also serves as the headquarters of The Clergy, under the leadership of Cardinal Erdentis Savros, and is the literal center of The Church as an organization. At the heart of the Enclave lies The Pantheonar, the sacred palace and residence of the leader of The Church: His Holiness Akaan Branan I, First Prime of The Church.

While the Holy Forces are supported from the Estana Enclave of Nevatus, and The Inquisition conducts their crusade from Warsein in Antea, The Clergy and the heart of The Church operate out of Aeir in Libantas.

With The Prime being the only other person in the Empire possessing the same level of authority as The Empress, many view Aeir as the 'other capital Enclave'. Unlike Nevatus, with its military vibe, or Warsein, with its oppressive atmosphere, Aeir is a welcoming and compassionate place—provided you are a follower of the Multi-Faced Pantheon. In contrast to the home of The Inquisition, the deity known as The Lightbringer is regarded as equally important as the other ten Deities in the holy Enclave. Located in the north of Libantas near the coast, Aeir boasts a sizable navy and has established maritime routes to Estana Isle.

An enclave of ancient architectural styles has been preserved, with most buildings repaired and reconstructed in the style that has existed in the nation for millennia, long before the Empire's existence.

In Aeir, although technology, science, and industry are generally not discouraged, adherence to the way of the Multi-Faced Pantheon is promoted to such an extent that it is essentially obligatory and customary for the entire population.

While The Pantheonar is a renowned and splendid palace within the Empire, another building that is nearly as large and possibly just as significant is The Cathedral of The Gods. This enormous cathedral serves not only as a place of worship but also as the headquarters, residence, and training abbey for the priests of The Clergy. It is both a secluded sanctuary for spiritual education and a fully operational public house of worship. The Cathedral of the Gods surpasses even the largest cathedrals across the nation and many others throughout the Empire.



SCOTACION

National flag of Scotacion
National flag of Scotacion

Capital Enclave: Rellitarius, led by High Regent Stiliano Macchi

Other Enclaves:

  • Mirenia, led by Lady Regent Evangelina Capparell


South-west of the Isle of Estana and north of ancient Jepuraea, the ever-stylish and elegant land of Scotacion gleams out of the shadowed wilderness it inhabits, its two Enclaves being among the most visually stunning in the Known World, and even the evils that lurk in the wilderness are of a more elegantly predatory nature than the debase monstrosities that stalk the rural areas in other nations. The Scotians as a people are often likened to the domestic feline: elegant and deliberate, with a playful nature that hides a decidedly cruel streak. Despite seeming similar at first glance, Scotacionis almost the opposite of the nation of Thevur: where Thevuris are open and welcoming of outsiders, Scotacion can be difficult to navigate, especially politically. Nobles constantly play what they call “The Great Game” where they discredit, blackmail and manipulation one another relentlessly and mercilessly, and young heir apparents are trained in this social warfare as much as they are in etiquette at an early age. Where Thevur is a nation of decadence in decline, Scotacion is a self-indulgent nation on the rise.

The capital Enclave of Rellitarius rests upon the nation's northern border and has one half of an entire ward dedicated to a bustling port that ferries many exotic goods to and from its jetty–mainly to the capital Isle of Estana. A staggeringly beautiful place (superficially), it sports elegant baroque-style architecture where even the lowliest hovel looks as if it were lovingly hand-crafted by an expert mason. Gloriously detailed sculptures of animals, comely men and women, and mythical beasts can be found on the corner of almost every building, and winding canals run through city streets, flanked on either side by parks and elegant boutiques. As pleasing on the eye as the Enclave is, it is notoriously difficult to navigate to all but locals and getting lost is exceptionally easy for those visiting. If the buildings weren’t so high, an easy landmark would be the Royal Palace in the direct centre of the Enclave: a lavish, sprawling building of gold and marble, the ancestral home of House Scoa and currently, High Regent Stiliano Macchi. The capital Enclave is a perfect example of the dichotomy that is Scotacion society, with a public face of nobility, civility, elegance and kindness masking exceptional cruelty, manipulation, an abusive class system and a penchant for sadism. So long as one does not delve too deeply, nor question too much, their stay in Rellitarius can be an intensely pleasurable experience, but the higher echelons of power in the Enclave are very adept at making nuisance tourists or agitators mysteriously disappear.


Further south and in the midlands of the country sits the other Enclave of Scotacion: the smaller but no less impressive Mirenia. Ruled over by Lady Regent Evangelina “Whispering Ghost” Capparelli, the Enclave shares its stunning architecture and aesthetics with Rellitarius but is a lot more open-handed about its intentions. Foreigners are treated with open suspicion here and are kept forcefully outside of The Great Game, given at least the courtesy of being made aware of its existence and given the opportunity to keep out of its machinations. Mirenia believes that Scotacion business should remain firmly in the hands of Scotians only, and is not afraid to share its views. Insular and close to xenophobic, they resent what they consider “interference” from outsiders, but many point out that at least you know where you stand with these Scotians, unlike those in Rellitarius who will have a smile on their face as their friend stabs you in the back..


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

The Northern Territories (Teradova)


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The northernmost countries of the Empire are steeped in legend and superstition, and comprise the coastal nations of Ordova, Terractana and Ursur. Collectively, this region is known as Teradova, and the people from these nations are said to be of Teradovian descent, sometimes referred to as "Northlanders".


ORDOVA

National flag of Ordova
National flag of Ordova

Capital Enclave: Esheim, ruled over by High Lord Asger Storgaard

Other Enclaves:

  • Tarraden, ruled over by Lord Regent Jørgen Thrane


Compared to many other places within the Empire, the nation of Ordova–along with the other northern countries of Terrarctana and Ursur–is considered untamed and uncivilized, and its people are seen as mysterious as well as unpredictable. The Ordovians seem either oblivious to this preconception or simply don’t care, due in part to the fact that many people of the nation have little to no interest in leaving their homeland, a land that is strongly embedded in their culture. Ordova is a land of myths and legends, where the fables of old are passed down through the generations and the heroes of the past are revered like demigods. Geographically speaking, Ordova shares just over a third of its landmass with the same snowy tundra as its Terrarctana neighbours, but the more one travels east, the more temperate and varied the climate becomes. Famous for its vast fjords and sweeping valleys, Ordova is a stunning landscape (if a little bleak for some tastes), yet its people share more in common with the Terrarctanans than most others, with a strong connection to the land, a hardy constitution and a culture more in keeping with nature than the city-based people found across most of the Empire. As a people, the residents of Ordova tend to be hard-working, hard-partying and hard-fighting, taking most of life to the extremes. This seemingly overt and expressive behaviour is seen as uncouth by most mainlanders and southerners, though the people of this land rarely take it to heart and welcome outsiders (assuming they can accommodate their beliefs). One area in which Ordova differs from both Terrarctana and Ursur is their strong distrust of “new” technology. As a people, they have a long tradition of mysticism reaching back centuries, and it is rarely compatible with the modern scientific mindset. Indeed, the only real concession to technological progress for these men and women of the north is the ERC network, used to allow transport between the nations’ two Enclaves and their neighbouring nations. The people of Ordova are fun-loving yet straightforward, taking joy in all that they do–even warfare. They speak their mind and despise underhanded behaviour, considering it to be dishonourable and a stain on one’s soul.

Two Enclaves exist within the nation of Ordova, at almost opposite ends of the land. To the south-east is the capital of Esheim, a large sprawling enclave with Wards many miles apart and rolling countryside in between. Located a few miles inland from the shore and fairly close to the Thevur border, Esheim has among the shortest–yet widest–Enclave walls in the Empire which suits the locals, as most of the buildings inside the walls are built in the traditional Orodvan style: one or two floors high, but longer in floor-space than is common in Imperial architecture. These “longhouses” were common in the days before the Blight, and Esheim works hard to maintain the traditions of its people, as decreed by the nation’s ruler: High Lord Asger Storgaard, a warrior of renown who comes from the legendary Storgaard line of heroes and who calls Esheim home.

In contrast, the second of the two Enclaves in Ordova – Tarraden – sits long the western border of the country, among the icy highlands that stretch for as far as the eye can see. Connecting Ordova via ERC network to Allatar in neighbouring Terrarctana, Tarraden is a place full of frivolity and festivals almost all year round, with raucous nightlife and hospitable companionship that works to shake off the cold winters just outside its mighty Enclave walls. Ruled over by Lord Regent Jørgen Thrane, Tarraden is highly welcoming of visitors and controls the tourist trade through the region. Apart from its nightlife and hospitable demeanour, Tarraden is famous for the ‘Aurora Ordolis’, a natural phenomenon of lights in the night sky that changes colour throughout the year. Though it is visible to a certain degree across most of Ordova, the Aurora is most prominent above Tarraden and is visible all most nights, even through strong cloud cover.



TERRACTANA

National flag of Terractana
National flag of Terractana

Capital Enclave: Allatar, ruled over by High Lord Ulrick Terrarctana

Other Enclaves:

  • Bleakwall, ruled over by Lord Regent Stein Bronstad


The northern nation of Terrarctana is a cold and often inhospitable place to those not used to its extreme climate. For the people who call this nation home, however, it is simply the only way of life and something to be respected, but not feared. Similar in mindset to their neighbours in Ordova, the people of Terrarctana are fiercely independent, with hardy constitutions and a pragmatic mindset. In a land filled with vast tundra landscapes, frozen mountains, icy lakes and shadowy forests, the men and women of Terrarctana truly flourish, seemingly hardened to the cold and the long nights. Incorrectly considered to be barbarians and savages by the more inner nations of the Known World, the Terrarctanan people place a strong importance on family and tradition and are devout followers of Aethusa The White Lady, who they see as one of the Old Gods. To them, Terrarctana is Her holy land, and through their devotion to Her, they are kept safe. Some point to the low count of Blighted in Terrarctana as proof of this, while others instead remark that the cold kills as many Blighted as anything else.

Two Enclaves can be found in this nation, many miles apart. In as central as can be considered of the nation sits the mighty ice-covered Enclave of Allatar, a veritable fortress of stone. Built on many levels around a mountain known to the locals as “The Grey Spire”, the massive Enclave wall covers the entire lower levels with only the mid and higher tiers of the massive Enclave reaching above the eight-hundred-foot barrier. It is from within the uppermost tier of Allatar that the High Lord Ulrick Terrarctana guides his people in times of war and of peace. A large, barrel-chested man, Ulrick is rumoured to have blood of giants in his family heritage, but the man laughs it off as nonsense despite being almost seven and a half feet in height with a strength and constitution like the polar bear that sits upon his family crest and, by extension, the flag of the nation. Allatar is the only beacon of civilisation most visitors to the nation ever get to experience, but its warm hearths and good food more than make up for the hours’ worth of trudging through snow and ice to arrive at their destination. Train travel throughout the region is difficult due to the near-constant snowfall, but some ice-breaker trains do move between Allatar and the Orodvan Enclave of Tarraden, owned and operated by the ERC, who are tolerated in the nation purely for logistical reasons.

In the furthest north of Terrarctana sits Bleakwall, the nation’s other Enclave. Less tolerant of outsiders than Allatar and hardly ever visited by non-Terrarctanan Imperials, Bleakwall is run by the stoic Lord Regent Stein Bronstad, a dark and serious man who takes his duties of protector of the north very seriously. This Enclave acts as a meeting place and trade post for the Terrarctanans and the mysterious people of Bythateos. Known as “The Frigid North”, Bythateos is the northern realm beyond the north of The Four Borders and is outside of The Empire of Estania. Following an ancient pact, the Bythateosians travel no further south than Bleakwall and in exchange, the Terrarctanans keep their neighbour’s privacy by not sharing anything about their ways or society to The Empire. The Empress, like the rulers before her, allow this tenuous pact on the proviso that Bleakwall share whatever information they have with the Empire, should war ever break out between the two peoples. As a result, the people of Bythateos are a mystery to most Imperial citizens, and some people in the far south of the Empire consider them little more than myths or fables.



URSUR

National flag of Ursur
National flag of Ursur

Capital Enclave: Verravanya, ruled over by Vladamir Szilágyi

Other Enclaves:

  • None


Few places within the Empire are viewed with as much mystery and dread as the north-eastern nation of Ursur. A place of shadows and ancient beliefs, with a populace that is both highly spritual and superstitious, it does little to improve the status of the nation, that it is also widely believed to be the birthplace of The Blight. Though the details surrounding it are vague at best, it is believed that at the very least, the first recorded instance of The Blight occurred in the village of Kellheim: a now-abandoned settlement along Ursur’s north border. Due to this unfortunate incident, Ursur also took the brunt of the first wave of Blighted infection, and by the time the rest of the Empire was able to intervene, the nation had lost a massive eighty-two per cent of the population to The Blight. Though the populations of three cities were able to be saved and relocated, this resulted in the entire remaining Ursurian population being contained within the nation’s only Enclave: Verravanya. With the wilderness outside of the Enclave being among the most dangerous in the Known World, most of Ursur’s remaining populace feel no need to leave the safety of Verravanya, though an ERC network does connect the Enclave to Tarraden in Ordova and Etoisin, in neighbouring Thevur.

 

Before its fall to The Blight, Ursur was a grand land of picturesque countryside with large, gothic palaces and castles. Most stand in ruins now, abandoned to the wilderness with–allegedly–much of the treasures of the old nation still left within their crumbling walls. Despite the calamity that befell them, the people of Ursur are still proud of their past and seek to see their glory restored, but in the meantime are an inwardly prideful lot who tend to be suspicious of outsiders or literally anyone not of Ursurian heritage. Despite its relative proximity to Antea, Ursur was the only nation to actively not accept the teachings of The Church, instead revering two of the Old Gods as opposed to the entire Pantheon. Believing in the teachings of Natoth and Rarkan above all others. The leader of the nation and the Verravanya Enclave is Vladamir Szilágyi, an elderly man of frail frame but exceptionally quick of mind who succeeded his elder brother to the throne six years prior. Though his primary goal is the continuation and return to glory of his beloved country, many people speak in whispers of his questionable methods, and less favourable people within his court suspect the man to be cursed.


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

The Eastern Realms (Allua)


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The eastern nations are in flux between traditional and modern sensitbilities, home to both the most technologically-focused nation in the Known World and also the Inquisition. The three coastal nations of this region are Antea, Thevur and Manynas. Collectively, this region is known as Allua, and the people from these nations are said to be of Alluan descent, sometimes referred to as "Eastlanders".


ANTEA

National flag of Antea
National flag of Antea

Capital Enclave: Warsein, led by Cardinal Viskar Themer

Other Enclaves:

  • None


While the Church strives to maintain its influence over the faithful, it hasn't always been seen as the welcoming and benevolent institution it is today. According to whispered legends, the Gods may not be as charitable as the Clergy portrays them, and numerous ancient manuscripts suggest that in the past, the Church governed its followers more through tyranny and fear of retribution. Although the Church's public image has evolved to suit modern needs, one less-than-charitable militant branch remains active: The Inquisition.

Referred to as the purgers of the impure and corrupt, the Inquisition remains active within the Empire, acting as secret police and religious zealots with significant authority. Operating above and beyond Imperial law, they answer solely to The Empress and The Prime of The Church. No one, from beggars to kings, is beyond their reach if any sign of corruption is found.

The headquarters of this formidable organisation is in the nation of Antea, located in the east of the Empire. Their leader, Cardinal Viskar Themer, is a shrewd and ruthless individual who ensures he always acts within the law despite his frightening motivations and agendas.

Endorsed by The Church itself, Themer resides in the nation’s only Enclave, a meticulously ordered and nearly crime-free area in central Antea called Warsein. The people of Warsein Enclave live in a peculiar calmness that comes from knowing that stepping out of line results in execution. While many outsiders find this acceptance of fate difficult to understand, the Inquisition has been present in Antea for longer than anyone can recall. It has been impossible to remove them from their position of power, leading most to see no point in resisting them. It is widely known that The Inquisition—and consequently the people of Antea—do not acknowledge the divine legitimacy of the eleventh God of the Multi-Faced Pantheon, Elyon, The Lightbringer, and worship of this entity is strictly prohibited within the walls of Warsein.

While the other gods of the pantheon are worshipped and their teachings followed by The Inquisition, it's well known that they hold a special reverence for the God Malik, The Shadowking, whom they regard as their holy patron. In terms of geography, Antea remains relatively unaffected by The Blight in certain areas, as squads of Inquisitors venture into the Wilderness to eliminate the Blighted as part of their duty. Although most acknowledge this effort is futile until a cure is discovered, no Inquisitor would ever refuse such a sacred mission. Antea shares a northern border with Thevur, whom they view as misguided and overly focused on the past, and a southern border with Manynas, which seems to oppose Antea due to its technological enthusiasm. However, it is their eastern border that concerns the people of Antea the most. Unlike the more tolerant people of Thevur, the Anteans are less accepting of the "heretics" from the Orona realms to the far east, considering them impure in the eyes of the Gods. While they do not invade the lands of these heathens, they also will not allow them to enter their great nation, securing their borders against their corrupting influence as fiercely as they combat The Blight.



MANYNAS

National flag of Manynas
National flag of Manynas

Capital Enclave: Darrath, led by High Artificer Wilhelm Reinhard

Other Enclaves:

  • Otur-El, led by Lord Regent Carsten Bäumler


South of Antea is the nation of Manynas, a region focused primarily on technological development. Here, religion and spirituality are secondary, and Manynas is where most of the Empire's machines are designed and produced. Known for its large, efficient factories that operate around the clock, the nation is as renowned for its technological achievements as it is for its lack of concern for the environment. The creators of innovations like the printing press, the Clockworks, the modern locomotive, and firearms, Manynas prioritizes optimizing, upgrading, or surpassing these inventions over their usage. Consequently, the merchants from this nation are known for their mercenary-like approach, often selling weapons to both sides in a conflict rather than aligning politically. Similarly, the areas outside the two Enclaves in the region hold no significance for the Manynaians, who consider them lost to The Blightand even send armoured trains to dump refuse into the wilderness instead of letting it accumulate in their streets.

The larger of the two capital Enclaves, Darrath, is situated in the nation's midlands and is visible from miles away. It boasts towering Encalve walls nearly a thousand feet high and twice as thick as the next most fortified Enclave, utilizing its abundant metals to strengthen much of its fortifications. Approximately forty per cent of Darrath is underground, housing factories and production lines. Governed by High Artificer Wilhelm Reinhard, who believes humanity's future depends on industrial progress and expansion, Darrath is a hub of technological marvels and unique inventions not found elsewhere in the Empire. Despite being the nation's production centre, it also hosts the highest concentration of Manynas nobility, albeit within a relatively small area, encapsulated within a single District. Darrath is a place of contrasts, featuring sprawling grandiose townhouses and palaces with views often deemed compromised by the vast factory forecourts.

In contrast, Otur-El — the other Enclave in Manynas — is smaller than Darrath (though still very large and densely populated) but focuses less on production and more on the distribution of technologies. Lord Regent Carsten Bäumler holds thousands of trade agreements with various nations of the Empire, supplying machines and devices to those who can afford Manynas’ prices. The innovations developed in Darrath are more commonly used in this Enclave, often serving as a "test-bed" for new and experimental technologies. Overall, Otur-El is a more welcoming place for visitors and dignitaries, unless they are extremely wealthy and can afford to reside in the Royal Ward of Darrath. As a merchant Enclave, Otur-El is more accommodating in nearly every aspect and boasts a thriving tourist trade, which is absent in its sister Enclave.

One of the most heavily monitored ERC networks operates between the two Enclaves of Manynas, navigating the desolate wasteland that encircles them, along with a northern and southern rail-line connecting to Antea and Timicias, respectively.



THEVUR

National flag of Thevur
National flag of Thevur

Capital Enclave: Etois, led by High Lord Regent Bastien D'Aboville

Other Enclaves:

  • Isaru, led by Lady Regent Héloïse Marchal.


Thevur, a nation striving to reclaim its former glory, is situated in the eastern part of The Empire and connects to the eastern side of The Four Borders. It is one of only two nations that engage with the enigmatic lands of Orona, located beyond The Known World's edge. Thevur's architecture, culture, and populace embody the splendour and elegance of a bygone era. Despite being bordered by the superstitious Ursur to the north and the militant and unyielding Antea to the south, Thevur successfully preserves its distinct cultural identity and lifestyle.

More than any other nation in the Empire, the gap between the rich and the poor is most pronounced in Thevur. Here, the wealthy live in luxury and comfort, while those without means resort to begging, prostitution, and crime just to survive each day. Known for being at the cutting edge of fashion and innovative in new art forms, Thevur is renowned for its style and elegance, rivalled only by Scotacion in terms of memorability and cultural progressiveness. The affluent in Thevur cling to their wealth by any means necessary, often using questionable methods to preserve their lifestyles and heritage, viewing the impoverished as a nuisance to be kept out of view: “out of sight, out of mind,” as the saying goes.

Most homeless individuals are driven away from public view, so visitors to Thevur rarely witness the harsh and miserable conditions faced by the underprivileged.

In this nation, two significant Enclaves can be found. The north-western capital, Etois Enclave, is an architectural wonder, featuring grand baroque buildings, riverways, intricate streets, and charming parks that leave visitors in awe. However, the Enclave also conceals a hidden underworld—a subterranean city crafted from ancient catacombs where the neglected and marginalised reside. This hidden area is often simply called "below."

From his grand palace at the centre of Etois, Lord Regent Bastien D'Aboville manages the Enclave, assisted by a large group of courtiers and advisors, each eager for his attention and favour.

In the southeast of the country is Thevur’s other Enclave: Isaru. It remains a beautiful destination and is more accommodating of its underclass than the capital, although that isn’t saying much. Isaru simply has a more visible presence of servants and the working class. It is governed by Lady Regent Héloïse Marchal, who genuinely desires to do what is right but is overwhelmed by the demands of court and country, limiting her impact. Isaru is renowned for its ties with Orona-Empire of Shrouds, a region beyond the eastern Four Borders. It is rumoured that inhabitants from those far-off lands occasionally visit the Enclave, bringing exotic goods, peculiar mannerisms, and an unusual language. Many Imperials visit Isaru hoping to encounter one.

 

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

The Southern Holdings (Ezia)


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The oppressively-hot southern nations are home to many diverse and unique cultures, found within the land-locked countries of Etharn, Germandeos and Timicia. Collectively, this region is known as Ezia, and the people from these nations are said to be of Ezian descent, sometimes referred to as "Southalanders".


ETHARN

National flag of Etharn
National flag of Etharn

Capital Enclave: Eis, led by High Regent Ashur-nirari

Other Enclaves:

  • Ous, led by Lord Regent Ram eil


Though the Isle of Estana is recognized as the focal heart of the Empire, being both its capital and the residence of The Empress, even Estana cannot match the nation of Etharn for economic power. A nation obsessed with the amassing and production of material wealth, they are easily the richest single nation in the Empire by far. The banks of Etharn fund the treasury of the Empire as well as many powerful noble houses, and as such, the areas where Etharn may be lacking compared to other nations (for example, military or diplomatic strength), they simply buy or hire others to cover these shortfalls. Nestled in the southeast of the Empire, Etharn borders their close allies of Timicias to the east, are on good terms with Amus to the north and the tribes of Afras to the south (maintaining a healthy trade relationship with the non-Imperials who dwell in The Endless Desert). To their west are the war-torn lands of Germandeos, to whom they once sold arms to fund their war effort, but have since withdrawn support following the purging of the land by their own people. Like the other nations of the Empire, Etharn’s countryside is rife with Blighted, and its population exists behind the walls of two massive Enclaves.

Etharn has a class divide even more prominent—and a lot more public—than even Thevur does, with people living either in affluent wealth or abject poverty. Although the nation must follow the no-slavery rule set down by Imperial Decree, many people with little to no money work as indentured servants to pay off their debts. Though this is slavery by any other name, the people sign their freedoms away "willingly," it still counts as within Imperial law and, as such, cannot be refuted. The capital Enclave of Eis can be found along the eastern edge of the nation, some fifty-two miles from the Etharn/Timicias border. Ruled over by the richest man in The Known World —High Regent Ashur-nirari —it is said that the man has no limit to the resources at his disposal, and if his three personal palaces within the Enclave are any indication, he is certainly not short on personal wealth. The Enclave itself is architecturally standard for the nation before the time of the Enclaves, favouring tall buildings of many floors and circular, domed roofs. With trade agreements with almost every Enclave in the entire Empire, staggering amounts of funds move through this Enclave each day, and the men and women of the Etharn Watch are handsomely paid to ensure such transactions continue without incident.

Though the members of the Skav movement are among the nation's greatest enemies, they do not suffer such problems with The Thieves Guild, though most people are not privy to the reason why.

Lord Regent Ram Eil rules from the northern Enclave of Ous, a place with close connections to their northern neighbours in Amus. While it would appear at first glance that the two nations would have little in common (Etharn promoting material wealth and Amus encouraging personal mental and spiritual development), the truth of the matter is that many gifted artists and sculptors can be found among Amus' population, and the wealthy among the people of Etharn welcome unique status symbols such as commissioned art pieces among their collections to promote their image of wealth. On the flip side of this equation, Etharn funds or sponsors many of the academies and universities that Amus is so famous for. The Enclave of Ous reflects this agreement, housing some of the most beautiful and unique art from the Amus Enclaves, and where Eis may be famous for making and hoarding money, Ous is famous for spending it. A place of vice and desires, pretty much anything can be procured in Ous if one has the money to do so.



GERMANDEOS

National flag of Germandeos
National flag of Germandeos

Capital Enclave: Old Gerra, led by Duke Taentheos

Other Enclaves:

  • None


The wasteland that is Germandeos today was not always so ravaged. Once a sprawling and proud nation, it was brought low (or liberated, depending upon whom you ask) by the desperate actions of the Deos Freedom Fighters – long before The Blight came to their lands. Originally a lush savannah nation with a population famous for their hunters and trappers, Germandeos was conquered by The Lithan Empire (in the days before The Lithan Protectorate as they are now) and put to work on mass-producing weapons and armor for the Lithan war machine. Treated like slaves and often worked to death, the people of Germandeos could not hope to face the superior Lithan forces in open combat: their military was dissolved following their subjugation, but over time Germandeos veterans and patriotic members of the nation began a guerrilla war against the Lithanites, disrupting their supply lines, assassinating heads of the occupation, and generally harassing military forces. Dubbed the Deos Freedom Fighters by the nation that secretly supported them, they became a worrisome thorn in the side of the conquerors. This worked well for a time, and it looked as though the Lithanites were considering abandoning the nation, but in a show of force the Freedom Fighters were not expecting, the Lithanites simultaneously eradicated two of the main cities of the nation using bombs they had planted under the cities shortly after taking over.

Millions of lives were lost, including a few hundred Lithanites who remained in the cities to complete the ruse. What should have pushed the Germandeos into utter submission instead caused a reaction the Lithanites did not foresee: feeling they had nothing left to lose, the people of Germandeos downed tools and turned on their oppressors, despite it being virtual suicide. Many more hundreds of thousands died in the hours that followed, but even this was a small amount compared to what would come next: With the Lithanites thinking their bombs were utterly unknown to the people of Germandeos, they had no idea that the Freedom Fighters were not only aware of them but had studied and replicated them, ready to use on their enemy. Though the Freedom Fighters were not able to stop the original explosions of the Lithanites, they would not give up. In response, with the full support of the leaders of the resistance, these Deos Revolutionaries set off the bombs they themselves had planted, causing a chain reaction that changed the face of Germandeos forever. Mountains toppled, the ground opened to swallow roads, homes, and bridges. Rivers burst their banks and swamped the land. The death toll was astronomical, but the Lithanites retreated from Germandeos at last, considering the risk too high to remain. The population of Germandeos was devastated, reduced to a trivial eighteen percent of their total.

Finally free of their oppressors but in possession of a ruined shell of a nation, the people of Germandeos tried desperately to rebuild their land, but with a lack of a cohesive government, it proved difficult. When The Blight appeared in Germandeos in 237 IR, only four cities were left populated and at high risk from Blight infection. The Estanian Empire came to assist, but one of the cities was overrun before the Imperials could round up the populous of remaining three cities to create the Enclave of Old Gerra. Though an Imperial administrator was installed in Old Gerra to help establish a government and bring the Enclave officially into the Empire, the people were reluctant to give their independence over to another major power so quickly after removing the enemies they fought so hard to overcome.

Though they worked grudgingly with the Imperials, Old Gerra formed its own democratic council, which the people listened to as locals. Over time, the Imperial administration was phased out, and the council shrank down to how it is today: a single empowered individual voted into office as the leader of the Germandeos people. Given the title of “Duke,” these people – like the nation they govern – are members of the Estanian Empire in name only, preferring to keep to themselves. Barring their enthusiastic assistance in helping to overthrow The Lithan Empire in 250 IR, Germandeos has kept itself almost entirely out of Imperial politics. The current ruler of Germandeos is a pragmatic and charismatic man by the name of Duke Taentheos, a real crowd-pleaser who the people of Old Gerra feel can do no wrong. As an Enclave, Old Gerra is a hodgepodge of new and repaired buildings, with a very open attitude to free enterprise and a very closed attitude toward non-Germandeos citizens. People from the Lithan Protectorate are imprisoned and then executed on sight – against Imperial edict – but Taentheos simply covers it up or makes up cover stories to ensure the Imperial forces never follow up on it. The “Watch” does not exist here; only the Duke’s personal militia army. Situated in the mid-north of the nation, Old Gerra has a single ERC line running through the middle of it, connecting the west of the nation to the east, and is the only line in the entire nation. The wilderness is as dangerous as any other, filled with The Blighted and collapsing ruins, huge swathes of wasteland and sinkholes. It truly is a broken nation.



TIMICIAS

National flag of Timicias
National flag of Timicias

Capital Enclave: Ezira, led by Praenomen Akhenathis

Other Enclaves:

  • Aebiren, led by Ushabti Amen-ra


The southernmost of all the nations of The Known World, the land of Timicias borders the southernmost of the Four Borders: Afras, The Endless Desert. Environmentally speaking, it is the opposite of Terrarctana, the hot to its cold and the desert to its tundra. All but the north of the nation is made up of sandy dunes and is exposed to scorching heat and powerful desert winds. With a history stretching back longer than the Empire, Timicias was conquered by the Estanian Empire late into its expansion and was left relatively unchanged except for the alteration to the new Imperial Reckoning Calendar and the fealty placed to The Emperor at the time.

As a culture, the Timicians are a highly spiritual people who – apart from architecture where they are still years ahead of even the best builders and designers in the Empire – are slow to embrace the progression of industry and technology, and even today most of these religious people will use far less technological conveniences than most Imperials, preferring to do things by hand and take great pride in their craftsmanship.

Though as part of their assimilation into the Empire, the people of Timicias are required to pay homage to all the Gods of the Multi-Faced Pantheon, their primary devotion is reserved for Khaphothis, The Lord of Contracts. As far as they are concerned, Timicias is His holy land, and those who would speak against The Lord of Contracts or his teachings are not welcome in their desert lands.

Much of Timicias is untouched desert, save for the usual packs of Blighted creatures and individuals, but few settlements existed outside of major cities before the Enclaves, and so much of it remains as it once did, geographically speaking. With the expansion of Manynas’ border from the north, the Timicians keep the Manynaians from encroaching into their territory, often with lethal force. As a people, the Timicians do not shy away from the supernatural or mystical, as it was a part of their culture long before the Empire claimed their lands. Apart from the Manynaians to the north, the people of Timicias are cautiously hospitable to foreigners and have a long-standing trade agreement with the people of Etharn to the west and the desert tribes of Afras, although the Afras are technically not part of the Empire.

The capital Enclave of Ezira is the combination of the ancient twin cities of Ez and Ra and the birthplace of Timicias’ ruling class, the Ushabti. Ruled over by the latest in the line of dynastic kings, Praenomen Akhenathis I, who is said to be descended from Khaphothis Himself, Ezira is a place of grand pyramids and huge monuments to mythological creatures, the Ushabti and of course, The Lord of Contracts. Both Wards of Ez and Ra are built around similar designs, with the royal palaces and residents of the Ushabti found in the very center, then a middle section where the merchants, craftsmen, and the Watch reside, and finally the outer section that has all the homes of the middle and working classes.

One of the last of the Empire nations to relinquish its use of slaves (a custom that had been part of their culture for thousands of years), there is still a thriving black market for the slave trade in the city, although visitors would never know it. Ezira is in the west of the nation, not far from the Timicias/Etharn border.

Along the nation's southern border and close to the Endless Desert of Afras lies Timicias’ other Enclave, known as Aebiren. Ruled over by a high-ranking member of the Ushabti named Amen-ra, who was granted the position when Akhenathis was crowned the new Praenomen, the Enclave is made of a collection of seven cities that stretch along the southern border of the nation. Now contained within a single Enclave wall, Aebiren is a trade hub for the Afras tribes as well as some visitors from the Empire of Orona in the East, which the nation of Timicias also borders. Seeing far fewer Imperial visitors than the capital Enclave of Ezira, Aebiren is no less architecturally impressive than its larger counterpart, and in fact, boasts far more diversity due to encompassing so many different communities.



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

The Western Frontier (Missirea)


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Considered the frontier of the Empire, the nations of Jepuraea, Mirannias and Lyryris are part of the mainland of the Empire, with the two island nations of Dalevya and Lithanthul located several miles into the Black Sea. Collectively, this region is known as Missirea, and the people from these nations are said to be of Missirean descent and are sometimes referred to as "Westlanders", with the exclusion of the island nations of Lithanthul and Dalevya, who are only nominally part of the Estanian Empire. They maintain their traditional identities as Thulians and People of the Dale, respectively.


DALEVYA

National flag of Dalevya
National flag of Dalevya

Capital Enclave: Sanctuary, led by High Regent Sikarbaal

Other Enclaves:

  • None


Scarcely considered to be part of the Empire at all by most of its citizens, the island nation of Dalevya sits to the far west of the Empire, north of the nation of Lyryris and on the edge of the Black Sea. Little is known of the culture of those who refer to themselves as “The People of The Dale”, as they are an exceptionally secretive people who take their privacy very seriously. Once under the subjugation of the Lithan Protectorate, they were liberated by Imperial forces when the Protectorate fell in 250 IR. Wishing not to be freed from one controlling force only to be dominated by another, the descendant of the current High Regent, a man by the name of Sidon, brokered an agreement with the Emperor at the time that Dalevya would pay fealty to the Empire, send regular tribute and help in times of war, but wished to be left alone and its borders be closed to whomever they deemed appropriate. In the three hundred and seventeen years since, not a single non-Dalevyan has set foot on the isle; even sea-traders are not allowed on shore. With a single Enclave known as Sanctuary located on the southern part of the island nation, Dalevya is as much a mystery today as it has always been. Sanctuary is led by High Regent Sikarbaal, a man whose bloodline is derived from descendants of the original Treaty of Dalevya in 250 IR. Because Sanctuary cannot be seen from the coast of the nation, its workings, culture, and architecture can only be guessed at, but the few Dalevyans who venture past the shores of their nation indicate that it is a place much more closely tied to nature than the brick-and-mortar Enclaves of the rest of the Empire.

The people of the Dale are distrustful of others and take personal offence at anyone who might try to impose their will on them, regardless of the source. The Church, the ITC, and the ERC hold no sway here, unable to even land upon the island. As such, it is the only nation within the Empire without any connection to the Estanian Rail Network.



JEPURAEA

National flag of Jepuraea
National flag of Jepuraea

Capital Enclave: Heilra, led by High Regent Szekeres Dénes

Other Enclaves:

  • None


The ancient and largely untouched land of Jepuraea was among the most sparsely populated nations even before the arrival of The Blight. Famous for its ruinous monolithic structures, the face of the nation is littered with remnants of a long-dead civilisation, whose architecture matches nothing found in any historical texts. Unique in the fact that these ruins cannot be found anywhere else in the Known World, the nation of Jepuraea holds a glimpse into a world long before the current people of Moralinth. The people of Jepuraea are a superstitious lot, secretive and more than a little enigmatic. While they are not outright impolite to outsiders, they certainly keep them at a healthy distance from their private affairs. Long before the Empire absorbed their nation into itself, the people of Jepuraea still believed very heavily in magic, the supernatural, and other religious and spiritual beliefs. Unlike a lot of the other nations of the Known World, their history books have extensive information on magic, sorcery, and the occult, and they were among the first to recognize the re-emergence of magic, insofar as they were waiting for it to happen.

Though technically as part of the Empire, the nation of Jepuraea is under the jurisdiction of The Church and The Inquisition, they do not research or practice magic in secret, though it would be a stretch to say they were completely open about it either. The fair compromise would be to say they understand The Church’s viewpoint on magic, accept it, and ignore it. “The Church”, as it is in this nation, follows The Old Gods exclusively, and that would be the original teachings, rather than the people-friendly, sanitised version The Church preaches today. The Gods are dark, dangerous, and in need of appeasement in Jepuraea. Though technology as a rule is not frowned upon here, as previously stated the Jepuraeans are protective of their privacy and the ERC has struggled with building its network of railways through the nation: the Jepuraean government won’t allow a rail track within 10 miles of a protected monument or ruin, and in the end only a single line running roughly west to east was built.

Jepuraea has only a single Enclave known as Heilra, which can be found in the southwest of the country. Somewhat smaller than most other Enclaves, Heilra combines only two cities, but houses almost the entirety of the nation’s population. Ruled over by High Regent Szekeres Dénes, the Enclave sends out regular groups of outriders to cleanse the surrounding wilderness not only of Feral Blighted creatures, but also bandits and looters who regularly try to plunder the archaeological sites in the countryside despite the obvious dangers. Of course, most of these bandits end up falling to Blighted hordes, but those who survive and make a living out of looting prove especially difficult for the Outriders (made up of Jepuraean Watch and mercenaries) to deal with.



LITHANTHUL

National flag of Lithanthul
National flag of Lithanthul

Capital Enclave: Lithana, led by Legat Numerius Salvius

Other Enclaves:

  • Haksur, led by Praefir Decimus Lafrenius

  • Parrae, led by Praefir Vel Caeparius


If any nation could be considered an enemy to Imperial Rule, it would be the island nation of Lithanthul. Once a powerful empire, the Lithan Protectorate predates the Empire of Estania and, at its height, laid claim to most of the Known World, including Lithanthul, Dalevya, Lyryris, Mirannias, Germandeos, Jepuraea, Scotacion, and Terrarctana. During the time of their reign, the other nations were not unified under a single leader and offered little resistance against such a force. Highly organized and military-focused, the Lithan Protectorate methodically rolled across the Known World, assimilating all cultures in their path. Their downfall came in their hubris, as is often the case, ignoring the small and seemingly insignificant nation of Estana, who unbeknownst to the Protectorate, were secretly organizing a resistance to overthrow them. Gaining favour with the eastern nations, Estana was behind the first counterattack that saw the eastern nations liberate Terrarctana from Protectorate rule in -2 IR (2 AI), effectively cutting off their northern supply lines. A year later, when Protectorate spies revealed Estana was behind the resistance, they launched a full-scale attack to wipe Estana from the map. Much to their surprise, however, the nations of Ordova, Ursur, Thevur, Antea, Manyas, Etharn, and Libantas rose to defend Estana while simultaneously a second guerrilla war broke out in Germandeos. This resulted in the largest “world war” the Known World has ever seen, consisting of many invasions and counter-invasions across the next two hundred and fifty years. The Estanian Empire rose during this time, and when the Lithan Protectorate was finally reduced in control to its home island nation of Lithanthul, the once-mighty empire was given no choice but to surrender to Imperial rule in 250 IR. The spirit of the Protectorate is still strong in the people of Lithanthul even now, in 567 IR. Despite citing themselves as loyal members of the Empire, it is the worst-kept secret that the people of Lithanthul wish to see a return to the old ways before the Estanian Empire, when their nation ruled. Haughty and arrogant people, but also highly skilled and proficient in many areas, Lithanites harbor a great resentment toward the Empire but are bound by the terms of their surrender and the overwhelming odds of the other nations. Instead, Lithan agents work to subtly destabilise Imperial rule and sow seeds of discontent among its citizens.

The nation has three Enclaves and suffers from the Blight just as everywhere else in the Known World does. In the geographical centre of the Isle is the capital Enclave of Lithana, named after the original capital city that is now heart of the Enclave. Ruled over by Legat Numerius Salvius, the Enclave maintains its rigidly ordered society, ensuring the “purity” of Protectorate rule. The Enclave itself is clean and well-ordered with a very low crime rate, but this is due primarily to the ruthlessly efficient Centurions (Lithanthul’s members of the Watch) who punish the guilty with a ferocity equal to the Inquisition, but with considerably less need to justify their behaviour. In the southeast and southwest of the island are the Enclaves of Haksur and Parrae, respectively.


Haksur is a heavily fortified Enclave that was once the site of the final battle with Imperial Forces in 250 IR, built back up using Imperial funds as a show of respect from the Empire. Ruled over by Praefir Decimus Lafrenius, Haksur is probably the most accepting of non-Lithan ideologies among the nation, but this isn’t saying much. Still highly loyal to the ideals of the Protectorate, the people and government of Haksur simply accept Imperial rule and are responsible for most of the traffic to the mainland, as well as training most Lithanite diplomats that work with the Empire. This appearance of cooperation makes it the perfect place for Protectorate Intelligence to work behind the scenes, collecting information as well as training and deploying spies.


Parrae is located on the cusp of the Black Sea and is the headquarters of the Lithan Navy. Charged with protecting the Empire (and therefore by extension the Protectorate, in their eyes) from incursions from the Black Sea, the Lithan Navy is primarily concerned with controlling the menace of the Black Sea Pirates, something it does in conjunction with the Lyryris Navy (and sometimes even Estana’s own Sea Watch) to achieve success. Ruled over by Praefir Vel Caeparius, Parrae is heavily nautical-focused, going so far as to use updated Protectorate vessels in defence of their nation, vessels which helped establish them as the greatest naval power in the Known World during the time of the Protectorate’s reign.



LYRYRIS

National flag of Lyryris
National flag of Lyryris

Capital Enclave: Osashal, led by High Magi Qaasim al-Ghani

Other Enclaves:

  • Valladune, led by Lady Regent Lateefa el-Saade

  • Jaeriul, led by Lord Regent Naasif al-Saba


Most of the Estania Empire either denies the existence of magic altogether or is superstitiously dismissive of it, brushing it under the carpet or not speaking of it in polite society. This is quite understandable in many cases, as true magic has not existed in the world for over thirteen hundred years. Except for Jepuraea and some of the northern nations who have magic in their legendary histories, technology has taken the place of magic.

The southwestern nation of Lyryris is different in that it not only accepts and understands that magic exists, but it is also an integral part of their society. When magic vanished from the world, Lyryris as a nation kept the texts, rituals, and traditions of magic alive, waiting for the day when it would return to the world. Now with magic reappearing and the arrival of both The Blight and The Sparked, Lyryris has essentially picked up from where they were 1,000 years ago—except with the added technological and sociological advancements through the years. The nation furthest from the Imperial Isle of Estana, Lyryris houses three Enclaves and connects two of the Four Borders, with its southern border connecting to Afras, The Endless Desert, and its western shoreline reaching out across The Black Sea. The massive capital Enclave of Osashal lies in the northwest of the nation and is a sprawling and overpopulated metropolis with architecture unlike anywhere else in the known world—because the cities that were enveloped in the walls to create the Enclave are the same ones that were built using magic thousands of years ago.

Ruled over by High Magi Qaasim al-Ghani, the leader of the ancient Magi Council that once ruled Lyryris, al-Ghani is said to be descended from this antediluvian line and carries on many of the Council’s traditions.

In the south of the nation stands Valladune, a smaller Enclave ruled over by Lady Regent Lateefa el-Saade. An Enclave less interested in the goings-on with the Empire, it instead focuses on trade and exploration into The Endless Desert and the people that call that area home.

The last of the Enclaves is Jaeriul, which can be found along the nation’s western shore. Ruled over by Lord Regent Nassif al-Saba, the Enclave consists of only two Wards, though both are larger than most pre-Enclave cities. The powerful Lyryris Navy operates out of the port-Enclave of Jaeriul, working to keep the Empire safe from Black Sea Pirates and other more insidious threats. The sailors of this navy, known as The Mauritias, are among the best sailors and ship-based warriors in the Known World, rivalling even the Sea Watch of Estana.



MIRANNIAS

National flag of Mirannias
National flag of Mirannias

Capital Enclave: Ixal, led by High Regent Whabu

Other Enclaves:

  • None


Among the many nations of the Known World, few are as welcoming or accommodating as those of the land of Mirannias. Prizing individuality and personal freedom above all else, the people of Mirannias seek personal achievements over any birthright, and any positions of power are gained through skill and action rather than any privileged bloodline. The nation has but a single Enclave – Ixal – after the second Enclave (Vissa) fell to The Blight under unknown circumstances. Though Ixal is welcoming of outsiders, its customs controls are understandably strict.

Once inside the Enclave walls, however, Ixal houses a varied and vibrant culture that rarely relaxes its exuberant attitude to life regardless of the hour. Led by High Regent Whabu, the man holds the position only because it is Imperial Law to do so and has no more power than the other nine members of the Ixal Council – a democratically-elected board whose job it is to govern Ixal fairly and decisively. The Enclave itself is as varied as its people, with buildings of various designs often intermingling on the same street. The Enclave is a melting pot of the various communities that once covered the landscape of Mirannias, and as such, no one singular society stands out. Though The Church does have a presence here (as it does all over the Known World), The Inquisition is not allowed access to The Enclave as they are seen as the antithesis of personal freedom and, as such, have no place among the people of Mirannias. The Inquisition, of course, cares little for what Ixal has to say and feels they can and should investigate any corruption there should the need arise. Luckily for all sides, this has not yet been something that has come to pass.


Art by Adam Donovan, Roguelike Games
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

Just around the corner in August, we'll be giving an update on what to expect with the Moralinth: Uncanny Edition Quickstart Guide, as well as the Enclave Edition Quickstart Guide, both of which will be free to all backers once the crowdfunding for Moralinth has concluded.


....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 in July,


Happy Gaming!

- Adam


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

 
 
 

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