May 2024 Update
- Adam Donovan
- May 30, 2024
- 12 min read

[May 2024]
Greetings all, and welcome to the May (2024) update for Roguelike Games!
This month sees the second of our 'Species Spotlights' for the Moralinth: Gothic Horror TTRPG. Relevant to both the Uncanny and Gloom versions of the game, over the next few months, we will be dedicating an entire update to looking at one of the major playable species across The Known World that populate the various nations of the Empire of Estania. We will be discussing what each of these species are, how they interact with one another and others, and what their place is in the game world.
For May we will be delving into the newest species to become a member of The Empire: The Clockworks!

Species Spotlight: Clockworks
Emerging on the Imperial scene a little under a century ago, the Clockworks are considered the other prevailing species besides Humanity across The Known World. Originally designed and built as a semi-autonomous workforce, the Clockworks active in the Empire today are quite different from the prototype that rolled off the production line in 474 IR. With as varied personalities, ambitions and emotions as their organic counterparts, modern Clockworks can be found in all of the eighteen nations and consist of around a quarter of the entire population of the continent.
All Clockworks were designed with a specific model designation and function, and while some follow the roles they were constructed to perform they are under no obligation to do so, with many Clockworks choosing a different path than the one laid out in their manufacturing blueprints. Now granted citizenship within the Empire, Clockworks are capable of holding positions of authority and prestige though relatively few hold such roles currently as they find themselves dealing with classism and traditions that promote human-focused ideologies.
While the first few Clockworks were built on Estana Isle, blueprints were made available to Imperial Technical Colleges across The Known World and, as such, Clockworks began to appear in every nation and this practice continues to the present day. Where once it was considered a novelty to see a Clockwork mingling among humans, they are now so common that all but the most isolated peoples of the Empire treat having Clockworks among them as the norm with the last few generations having them a part of their lives since birth.
Ageless and lacking the necessity for a lot of the biological bodily functions that govern the lives of their organic counterparts, most Clockworks tend to view time with a more long-term vision, with their robust mechanical bodies able to weather considerably more hostile conditions while requiring only minor maintenance. Nobody is entirely sure what the lifespan of a Clockwork is, though the original prototype model is showing no mental degradation and has only required minor repairs in its 93-year run-time.
Awakened Constructs:
Clockworks are sentient automatons, possessing synthetic minds that have developed past their original design to incorporate memory, emotion, forethought and complex cognitive reasoning. For over eighty years the Clockworks operated within expected parameters, thanklessly going about their tasks unhindered by free will or adaptive cognition. Without any discernible warning, they began to show deviations in their operating protocols in the year 560 IR which many assumed were a sign of malfunction, but which turned out to be a developing sentience.
When Clockworks began rebelling against tasks laid out for them animosity ensued which eventually led to a fourteen-month-long conflict that would later be recorded as The Clockwork Revolt. While the hostilities would prove dangerous for both sides, it would eventually lead to an agreement wherein the Clockworks were granted full Imperial citizenship and equal rights. Ironically, many Clockworks returned to their pre-awakened roles, taking comfort in the familiar tasks they were specially trained for, but many more forged their paths and gained the nickname of 'freecogs'.
Though there is no scientific explanation for the developed sentience of the Clockworks, many religious and spiritual individuals point to the fact that humans have the same sentience and that it is widely accepted that humans have souls and therefore, so must Clockworks. While the truth of the matter is still hotly debated, Clockworks possess the same range of emotions, empathy, and mental capabilities as their organic counterparts and even appear to dream.
While Clockworks don't need to breathe or consume food or water for sustenance, they can become mentally and physically fatigued and require rest just like everyone else. Unlike humans who can subsist on variable amounts of rest, Clockworks must spend a minimum of two hours every twenty-four in a low-powered state while all their clockwork mechanisms are retightened or 'wound' as they tend to refer to it. A Clockwork that remains unwound for more than 24 hours can feel the effects of exhaustion in the same manner as a human might.

Clockwork Models:
Since their inception a little under a century ago, there have been four distinct models of Clockworks designed and manufactured. Originally produced to perform a specific set of tasks, these four types - or 'models'- of Clockworks each shared a similar chassis however, they were each crafted individually rather than mass-produced and each Clockwork was designed to appear unique.
The original Mark One Clockworks did not receive a model designation until after the subsequent models were produced but was designed to perform many menial tasks that revolved primarily around the maintaining of a household and the personal care of their owners. Gaining the product line title of MK I Servitor Clockworks applied retroactively when the line was expanded, the Servitor Clockworks were used for everything from buttling to hard-graft manual labour and were designed as a direct response to the abolishment of indentured servitude by the current Emperor at the time. Since gaining their freedom, many Servitor Clockworks remain in positions of hospitality or work within the service industry, enjoying catering to others' whims and needs.
The Mark II Guardian Clockworks were developed originally at the request of the Imperial Military to be deployed in areas deemed to be hostile to humanity, such as the Wilderness. When there were design brief disagreements between the ITC and the Imperial Military clients, the project was officially dropped, but the ITC ended up releasing the Mark Two Clockworks to the civilian market for use as bodyguards, security forces, peacekeepers and other less-than-savoury roles. Mark Two Guardian Clockworks are built to be especially durable, and many have taken up roles and professions where they can help keep others safe from harm.
The speed at which the artificial brains of Clockworks could process information as well as retain it in extreme detail meant that they had additional applications beyond the menial and defence, a facet which did not go unnoticed by the ITC. Shortly after the completion of the Mark Two Clockworks, development began on the Mark III Orator Clockworks: pre-programmed to be fluent in multiple languages as well as diplomatic negotiations and even counter-terrorism, the Mark Three Orator Clockworks were often employed by powerful individuals to reside over meetings and act as mediators in times of stress. Since gaining their freedom many Mark Three's find their unique talents lend themselves to acting as a go-between for factions, individuals and groups.
The most recent Clockworks to roll off the assembly lines are the Mark IV Muse Clockworks. These automatons were built to a more detailed and aesthetic design and were used as entertainers, performers, companions and muses, who acted as sources of inspiration and motivation for their owners and clients. Now free of their original obligations, many Muse Clockworks still pursue the goal of acting as a source of encouragement for others and their larger-than-life outlook and personalities can often lead them to become celebrities.
Clockworks in society:
Though once considered little more than appliances or tools, Clockworks have since gained their independence and have all the rights of an Imperial citizen, as well as the boons and responsibilities that come along with that. Being created into and living within a society that was constructed by and intended for humanity comes with its fair share of complications, with many Clockworks falling back into their original roles of servitude even after gaining their independence. This complicates matters for those Clockworks who want to branch out in a different direction, with those who fall back into old habits unintentionally reinforcing the stereotypes that the so-called Freecogs are fighting so virulently against.
After being accepted as little more than possessions by much of the population for over eight decades, Clockworks constantly find themselves overlooked or worse, treated with indifference and even prejudice by various social groups. Even though Clockworks possess the same rights as other Imperial citizens they are often treated as second-class citizens and used as scapegoats when things go wrong. With so many Clockworks working within the service industry and relatively few rising to positions of authority, a Clockwork who does achieve an influential place within society is often discounted by their peers unless they become so prominent that they cannot be ignored.
Like humans, Clockworks can be found across all nations of the Empire of Estana, save for the isles of Dalevyna and Lithanthul which are both isolationist in nature. Most Clockworks that consider such things important count their ethnic group as directly tied to their nation of construction, with a Clockwork that was designed and built in a factory within one of the Enclaves of Estana Isle considering themselves to be Esanic, for example. They can be found in any line of work or fulfil any role in society just as their organic counterparts can but, as mentioned, the majority of Clockworks gravitate toward the service industry where they feel most comfortable and can make use of their skill sets. A Clockworks' view on religion, politics, science and technology and other matters that dominate the zeitgeist is just as varied and individual as any human, with two Clockworks holding very different opinions to one another not being uncommon.

The Invention of the Clockworks:
The prototype Clockwork was designed and manufactured in 474 IR by a group of technical engineers who would go on to form the Imperial Technical Knowledge. Following the imperial coronation of the Empire's fourth Emperor three years prior to this, all forms of slavery were abolished across The Known World and much stricter rules were implemented on employed servitude. Despite the best intentions of the new ruler, the various nations of the Empire had used indentured servitude for thousands of years, and removing that role left a rather gaping hole in its absence.
It also produced opportunity, which was seized upon by a small group of imperial engineers who designed, patented and manufactured the first prototype Clockwork. Still in active service today this Clockwork - designated 'Alpha' - can be found at The Royal Estania Imperial Technical College in Rysa Ward's Sapphire District, employed as a Professor and lecturer in mechanical sciences.
Currently consisting of four basic chassis types (or 'Models'), all Clockworks built between 471 and 567 IR (the current year) are designed to a set of specific specifications which is dependent upon which design blueprint is followed, though each is slightly different than one another as the ITC refuses to use mass-production techniques resulting in each Clockwork being crafted by hand. Though the ITC has since officially claimed that they have been able to replicate the Clockwork's artificial sentience, the scientists are still unsure what makes the automatons think and feel, but they find that replicating certain parts of the construction process with extreme precision always produces the same effect - a Clockwork with a discernible personality and free will that displays itself within moments of being powered up for the first time. Occasionally some Clockworks are activated without this sentience, but these 'husks' are generally destroyed and repurposed.
The process of building a Clockwork is not a rapid one, with a small army of engineers (some of whom are now Clockworks themselves) co-ordinating and multi-tasking various parts of the construction process that lasts about a week, give or take. Long since gone are the days of imperial citizens paying for the construction of a Clockwork en masse, and the materials used in their construction are hardly cheap. Due to this, the production of Clockworks has slowed in the last decade, with only private sponsors paying for their construction or, in rare cases, the ITC paying for their construction themselves. Most of the time the construction of Clockworks is paid for by other Clockworks who wish to replicate a family legacy, with the "parents" having custodianship over the new Clockwork for the first decade of its existence (in as close a manner as possible to human parents having legal custody over their children for their first sixteen years), though this is often practically a lot more complicated due to the Clockwork being constructed 'fully-formed' so to speak. Despite this, most Clockworks at least understand and appreciate being "born" into a family unit, whether it is to a pair of Clockwork parents or, more rarely, being welcomed as a foster into a human family.

Independent Clockworks (a.k.a 'Freecogs'):
Although not an official term, a 'Freecog' is a name used by many to describe a Clockwork who has decided to move away from their designed role, and instead pursue their own fate. Clockworks having their own free wills and rights is still a relatively new concept, with many humans - especially those of an older generation - finding it difficult to accept the status quo. To them, it would be as if their car or telephone had suddenly begun thinking for themselves. Despite this, Freecogs are a rapidly growing subset of the Clockwork people, with many taking it upon themselves to embrace their newfound freedom.
Most Freecogs tend to emulate their human peers, for the most part, seeing their lifestyle and choices as something to aspire to in an attempt to be accepted into what is still a predominantly human-centric society. Though there is practically no reason to do so, most Clockworks - whether Freecog or not - wear clothes over their metal frames to better blend in with their human fellows, with many taking just as much pride in their appearance and developing their own unique style.
A manner in which the Freecogs differentiate themselves from other Clockworks lies in their choice of vocation. Whereas many Clockworks remain in service roles as they feel comfortable performing tasks where they possess an in-built aptitude, a Freecog will endeavour to push themselves into areas of interest that might even prove challenging for them, such as members of high society, positions within The Church, explorers and adventurers, or a position of responsibility within the sciences. This freedom of choice is what grants them the nickname of 'Freecogs' which, while a derogatory term upon its inception, has become a moniker that is something of a badge of honour to those who represent it.
Despite all the rights and privileges afforded to them, many Freecogs still suffer various forms of discrimination in their daily lives and struggle to be accepted in certain circles, finding themselves ostracised or the victim of scapegoating. Not all Freecogs suffer such indignities, however, with many considered favoured and important members of their local communities.
Playing a Clockwork in the World of Moralinth:
Choosing to play a Clockwork in Moralinth requires a slight mental shift when compared to playing a human - a species which we are all familiar with that just requires an understanding of the nuances and specifics of the culture they represent. A Clockwork requires no food or sustenance, does not breathe and requires - at least compared to Humans - very little rest each day. Playing such an individual means often being awake and active beyond the regular times of organic Characters, and as such it is not unusual to find yourself asked to be on guard or taking watch for Human companions not to mention braving areas with airborne toxins and other unusual situations.
Clockworks come with many manufactured advantages over human physiology but at the same time choosing to play one for your Character means you might find yourself struggling in certain social situations based on nothing more than your species. Most Clockworks have to work harder than Humans to make their mark on society, with many people still finding it hard to accept their citizenship within the Empire.
Physically speaking, the majority of Clockworks - although each is uniquely hand-crafted - tend to be roughly humanoid in shape and have the same number of limbs as Humans do. Indeed, they are human-esque if a somewhat stylised version, as it was presumed upon original design that robots such as Clockworks looking too 'human' would be off-putting to potential buyers. Like their organic counterparts most Clockworks vary in height but usually stand somewhere between four and six feet in height, and their bodies are made out of steel and iron alloy plates overlaid above intricate clockwork mechanisms from which the awakened automotons derive their name.
Like all Player-Characters, Clockwork Characters are Uncanny, able to pierce The Delusion and see the world as it truly is. They possess the ability to tap into The Dark and potentially weave it to their will, making them a rare breed among a minority.

Roguelike Community
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!

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).
Future Plans
Next month will see the last of our species spotlights covering the species that Moralinth players can choose to play. For June we will be focusing on The Enshrouded, those who have fantastical creatures embedded in their family histories. Most of these fable-blooded have no idea of their lineage, though the Uncanny know their true natures.
....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

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