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September 2025 Update


Art by Adam Donovan, Roguelike Games

[September 2025]


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

This month, we will explore the role of technology and science in a Moralinth game, examining their impact on the world and society where the Player's Characters live. In a world rich with history, religion, and superstition, the introduction of new technologies and advanced sciences is crucial in shaping the lives of the inhabitants of The Known World.


Art by Adam Donovan, Roguelike Games

Science & Technology in the Age of Reason


In terms of technology, the era in which Moralinth is set is comparable to the late 19th century on Earth, with its own unique twists.

Anything from the Victorian era (excluding specific figures like Queen Victoria herself, for instance) is likely to be present; however, there is an increased presence of steam-powered technology. Notable examples include the large steam-powered trains of the ERC and the impressive technological creations known as the Clockworks.

If magic is considered the smallest and most secretive of the three societal categories, and religion the oldest and largest, then technology is the newest and most progressive, occupying a middle ground in terms of both size and influence. The Empire was originally established on a foundation of religion and worship, but recent technological advancements have shifted the focus to industrial matters for imperial citizens, much to the dismay of The Church.


While most people today have a fair idea of what life was like during the Victorian era (and if not, there are numerous resources available online, in literature, and in film), technological advancements significantly influences Moralinth. It not only serves as a major driving force for humanity, symbolising mortalkind’s independence and creativity, but also plays a crucial role in establishing the theme and influencing how people interact within the world from a game perspective.

Moralinth's technological level is comparable to that of 1880 to 1889, with some minor variations. Below is a list of advancements from the late 19th century on Earth that are also present in present-day Moralinth.


Common technologies in Moralinth


VEHICLES & TRANSPORTATION

• Bicycles

• Steam Paddleboats

• Gliders

• Rubber Tyres

• Tarmac

• Petrol

• Oil

• Underground Railways as well as Steam Railways

• Cargo Liners

• Hot Air Balloons

• Horse & Carriage


COMMUNICATION

• Photographs

• Postage stamps + post boxes

• Morse Code and telegrams

• Typewriters

• Gramophones

• Printing Press


AMENITIES

• Ice Cream

• Public Toilets

• Steel (though Iron is abundant)

• Safety matches

• Pasteurised food

• Gas Lighting

• Underground sewage system


MEDICAL

• Ether and Chloroform for anaesthesia

• Antiseptics

• Vaccinations


MISCELLANEOUS TECHNOLOGIES

• Sewing Machines

• Firearms (regular and concealed)


All the items listed above are common in all Enclaves (depending on location) and should be common sights in The Known World.


New technology

Individuals well-versed in Earth's history might notice some omissions from the list above, such as late 19th-century technologies like the motorcar. This is because many of these technologies are recent developments in the world of Moralinth, having emerged in the past decade or two.

These technological advancements are either costly to produce and operate or are scarce for other reasons, making them less accessible than the items in the previous list.

They certainly exist, but they are either the subject of much discussion or limited in quantity and availability.

Moreover, Clockworks are included in this category not only because they represent relatively new, advanced technology, but also because they have no counterpart on Earth.



New or rare technologies in Moralinth:


VEHICLES & TRANSPORTATION

• Motorcars

• Pneumatic Tyres

• Warships

• Blimps


COMMUNICATION

• Telephones

• Moving pictures (cinematograph)

• Wireless (radio)


AMENITIES

• Electric Street Lighting

• Light Bulbs

• Concrete


MEDICAL

• X-rays


MISCELLANEOUS TECHNOLOGIES

• Clockworks

• Personal Body armour


All the items mentioned above are either rare or have limited availability in most Enclaves (unless one is extremely wealthy, of course). Even in the wealthiest of Districts, a working-class family is unlikely to possess even one telephone among them, while a more affluent family might have six in their large manor house.


Technology: The class divide

In the Empire, technology—like everything else—is subject to societal discrimination. The aristocracy and upper classes have more access to technology than the middle classes, who, in turn, have more access than the working classes.

Although the middle classes design nearly all of this technology and the working class manufactures it, it is usually the upper classes that benefit the most.

The working class can access the same common technologies as others, but can rarely afford to use them and are even less likely to own them. Only the rich and powerful can obtain many of the rare or expensive items.

This disparity has somewhat diminished due to mass production by the ITC and the new health service introduced by the Empress (which offers discounted or free medical treatment to those who cannot afford it), and yet, the issue remains.

Beyond housing and education, access to new and advancing technologies is perhaps the most significant indicator of the class divide in the Estanain Empire. This illustrates that, despite being advanced in many ways compared to the rest of Moralinth, the Known World still has a long way to go in addressing the treatment of the fortunate and less fortunate in society.


The Industrial Revolution


The Empire is presently at the height of an extraordinary industrial revolution, characterised by significant technological and scientific advancements that are transforming society and the economy. This era is frequently called a golden age, as the innovations of the period are not only revolutionising industries but also altering the fundamental aspects of daily life for its citizens.


At the core of this transformation lies the emergence of electricity, a relatively new invention that is beginning to change the landscape of both urban and rural areas. Although electricity is still in its early stages, its potential is being recognised and utilised mainly by the wealthy elite, who can afford to install electric lighting in their luxurious homes and businesses. This transition from traditional gaslight to electric illumination is not just about convenience; it signifies a major step towards modernity, enabling longer working hours and increased productivity. However, most people still depend on gaslight, which continues to cast a dim glow over their lives, highlighting the stark divide between the affluent and the less privileged.


Alongside electrical innovations, the Empire's streets are beginning to see the rise of automobiles, which are slowly making their presence known next to the long-dominant horse-drawn carriages. These motor vehicles represent progress and the promise of speed and efficiency, offering a glimpse into a future where travel could be quicker and more accessible. As technology advances, more citizens are becoming interested in the idea of owning a car, even as infrastructure struggles to keep pace with this new mode of transportation.


The realm of medicine is experiencing a renaissance of its own, as hospitals and healthcare facilities are increasingly equipped with advanced tools and techniques that are saving lives at an unprecedented rate. The introduction of antiseptics, anaesthesia, and more sophisticated surgical methods has revolutionised patient care, drastically reducing mortality rates from previously fatal conditions. This newfound ability to treat and cure ailments is fostering a sense of hope among the populace, as individuals who might have succumbed to illness in earlier times now have a chance at recovery and a longer life. The medical profession is rapidly evolving, with more individuals pursuing careers in healthcare, driven by a desire to contribute to this life-saving work.


Alongside these technological and medical progressions, the educational environment of the Empire is experiencing a major transformation. A greater number of citizens are receiving education, focusing on equipping them for new trades and professions arising from industrial expansion. Technical schools and vocational training programs are being developed to provide the workforce with the essential skills needed to succeed in this evolving economy. This emphasis on education not only empowers individuals but also nurtures a sense of community and cooperation, as people unite to learn and innovate.


The Empire of Estania leads a transformative industrial revolution, marked by significant innovations in electricity, transportation, medicine, and education. Although the advantages of this golden age are clear, the gap between the rich and the poor underscores ongoing challenges. As society moves through this phase of rapid transformation, there is immense potential for progress and improvement, offering the possibility of a brighter future for all its citizens.


The ITC & The ERC


Two of the most influential corporate entities in The Known World, the ITC (Imperial Technical College) and ERC (Estanian Rail Company), dominate their respective industries with monopolies, greatly exceeding any potential competitors in reach, resources, and backing.


Rise of the Imperial Technical College

A younger corporation than the ERC, the Imperial Technical College was founded a little under a century before the game of Moralinth is set.

The Imperial Technical College (ITC) is likely the largest pro-technology organisation in the Empire, comparable to The Church in terms of membership. The ITC advocates for progress through science and technology, opposing superstition, mysticism, and occasionally organised religion. While the ITC does not officially endorse anti-religious views, it supports the right of individuals to make their own choices. The organisation encompasses all areas of technological and industrial endeavours, with a membership that includes both working-class labourers and craftsmen alongside scientists and philosophers. Similar to The Church, each Enclave typically hosts at least one educational centre dedicated to ITC's principles, commonly referred to as "Colleges."


The Impact of the Sciences

Recent scientific advancements have largely benefited the Empire and its citizens, enhancing the quality of life for many. Improved medical knowledge has led to a decrease in consumption cases, provided a foundational understanding of germ theory, increased the success rate of surgeries that were once considered risky, and generally extended the average lifespan by 5-10 years.

As science starts to be included in school curricula, new generations are developing a deeper understanding of the natural world, the solar system's cosmology, and a stronger educational framework overall. Innovations like electricity and telephone communications, though primarily accessible to the wealthy, are gradually transforming the landscape.

The progress of science and technology has its drawbacks; as previously noted, many of these sophisticated conveniences are not available to everyone. The dominance of industrial mass production places artisans who create custom products in a challenging position, making it hard for them to compete. Additionally, The Church faces difficulties as it loses many followers to modern lifestyles, viewing this shift as people turning away from the Gods and instead relying on the impersonal nature of technology.


The Estanian Rail Company's dominance

Founded in 88 IR, The Estanian Rail Company (ERC) is undeniably the largest single entity within the Empire. Holding a monopoly over the train travel networks across the various Enclaves, ERC is the sole dependable provider of cross-country travel services. They offer specialised armoured trains known as "Extroclave Trains" that traverse The Blighted Lands between the massive walled cities. Accompanied by courageous (or perhaps reckless) Outriders, these trains enable travel between Enclaves in relative safety. Within the Enclaves, the focus shifts from protection to elegance and efficiency, yet all locomotives remain remarkable feats of engineering. Members of the ERC, from train designers to drivers to railway porters, are devoted enthusiasts and advocates of the company.


Travel between the Enclaves

Although there are numerous (and often very dangerous) methods to journey through The Wilderness from one Enclave to another—such as by horse and carriage, by air, by sea, and even on foot—the most common and possibly safest option is to use one of the enormous ExtroClave Trains operated by the ERC.

The railway lines from before the Blight era still remain. The Estanian Rail Company (ERC) took advantage of the fact that The Blighted showed little to no interest in these lines. When their inter-Enclave trains became a great success, they responded to the demand for travel between Enclaves to transport people, cargo, and facilitate trade opportunities.

This led to the creation of the Extroclave train: a heavily armoured version of the InterClave trains commonly found in Enclaves. The Extroclave train is designed to withstand constant attacks from Blighted hordes, featuring extra-thick armour plating, ram prows, and mounted weaponry. It provides a safer alternative to other forms of overland travel, although at a very high cost to passengers or clients. The ERC can set prices at their discretion due to their monopoly on the locomotive market. Although the Imperial Government imposes a price cap, it remains unaffordable for most, with private individuals unable to make regular journeys between Enclaves. Accompanying these massive super-trains are the Outriders: specialised Blighted hunters who ride alongside on horseback, diverting or eliminating approaching hordes as necessary. Along with the Outriders and train staff, another group frequently travels with the Extroclave, known as Railmen. Railmen (a term that includes women, despite the title) are tasked with maintaining, repairing, and constructing the train tracks that span the Wilderness.




Art by Adam Donovan, Roguelike Games


Arrival of the Clockworks


One significant difference between Moralinth and Earth's late 19th century is the presence of Clockworks: sentient mechanical automatons who, after significant societal changes, have become independent citizens of the Estanian Empire.


The First Clockworks

The initial prototype Clockwork emerged from the production lines in 474 IR, within the first of numerous warehouses that would eventually belong to the ITC in the Sapphire District of Elysium's Rysa Ward. Initially conceived and constructed as a semi-autonomous workforce, the Clockworks active in the Empire today have evolved significantly from the prototype. Each Clockwork was crafted with a specific model designation and function, and while some still adhere to the roles they were designed for, they are not bound to do so, with many choosing paths different from those outlined in their manufacturing blueprints. Now recognised as citizens within the Empire, Clockworks can occupy positions of authority and prestige, although relatively few currently hold such roles as they contend with classism and traditions that favour human-centric ideologies.

Although the first few Clockworks were constructed on Estana Isle, blueprints were distributed to Imperial Technical Colleges across The Known World, leading to the appearance of Clockworks in every nation, a practice that continues today. While it was once a novelty to see a Clockwork interacting with humans, they have become so prevalent that even the most isolated communities of the Empire consider their presence normal, with the last few generations having grown up with Clockworks as part of their lives from birth.


The Clockwork Revolt

Just over a decade after the Clockworks were introduced into active service, unusual anomalies were observed in their behaviour. Initially thought to be a malfunction, it was discovered to be spontaneous and unexplained sentience, leading many Clockworks to rebel violently against their owners in the year 560 IR.

The Watch was deployed to counter the threat but struggled against an adversary that felt no pain, required no sleep or food, and displayed little fear.

This period, which lasted 14 months, was later known as the Clockwork Revolt. The elderly Emperor Varl ended the conflict between humans and Clockworks by declaring all Clockworks free citizens of the Empire. Similar to the emancipation of slaves years before, it became illegal to own a Clockwork against its will.

The ITC compensated the former Clockworks, but ironically, after gaining independence, nearly eighty per cent of the sentient Clockworks chose to continue working in the service industry.

Although there is no scientific explanation for the developed sentience of the Clockworks, many religious and spiritual people highlight that humans possess the same sentience, and it is widely accepted that humans have souls, suggesting that Clockworks must have them too. While this issue remains a topic of intense debate, Clockworks exhibit the same range of emotions, empathy, and mental abilities as their organic counterparts and even seem to dream.


Modern Clockworks

In the aftermath of the Clockwork Revolt, a significant and transformative event in the history of the Empire, most Clockworks found themselves at a crucial crossroads, faced with two distinct paths that would shape their futures.


Many Clockworks opted to remain in their initial roles or transitioned into similar positions within the hospitality sector. This decision was often influenced by their prior experiences and the skills they had developed while serving in various capacities, such as waitstaff, concierges, and other service-oriented roles. These Clockworks, who continued to work in hospitality, found a sense of comfort in familiar routines and environments. They contributed to the industry that had once defined their existence, now with a renewed sense of purpose and agency. Their work was not merely a continuation of their previous servitude; instead, it became a testament to their resilience and adaptability in the face of change. They embraced their roles with a newfound pride and were paid fairly for their time and skills.


Conversely, a significant number of Clockworks, who came to be known as "FreeCogs," chose to embrace their individuality and explore new opportunities outside the confines of their previous roles. This group sought to redefine what it meant to be a Clockwork in the Empire. FreeCogs actively pursued lives as full-fledged citizens, engaging in various professions that ranged from artisans and inventors to educators and entrepreneurs. This journey towards self-actualisation was often fraught with challenges, as they navigated a society that was still adjusting to the implications of the Revolt. Nevertheless, FreeCogs became symbols of hope and progress, demonstrating that Clockworks could contribute meaningfully to the Empire beyond mere servitude.


While it is true that FreeCogs tend to utilise their rights and privileges more actively than their hospitality-focused counterparts, all Clockworks, regardless of their chosen path, enjoy the same rights and privileges as any other members of the Empire.


Both paths reflect the diverse experiences and aspirations of Clockworks in the Empire, highlighting the ongoing journey towards equality and recognition of their rights as individuals.

Players creating Clockwork Characters for use in Moralinth are typically regarded as FreeCogs.





Art by Adam Donovan, Roguelike Games

Technology vs Religions vs Magic


Belief. Technology. Magic.

These three conflicting paradigms form the foundation of Moralinth society in an unspoken yet implicit manner, with each influencing the others in both obvious and subtle ways. For most citizens of the Empire, only two forces are at play: The Church, symbolising faith, and the ITC, symbolising technology. However, only a small portion of the population with The Spark is aware of the third, concealed power: magic.


The interaction between these groups should be a continuous, subtle exchange woven into each game's narrative by The Narrator. Players should sense the ever-present influence of The Church in everything they encounter, while also experiencing thrilling new discoveries in technology, advancements in science and medicine, and the almost magical Clockwork.

In this latter example, magic is most apparent to those who can perceive it (specifically the Uncanny), as the Clockworks working in the Enclaves or pursuing their own paths are driven by the same energies that Mediums, Occultists, and Priests study and follow. While most people believe the Clockworks are merely incredibly complex machines, this is only partially accurate; they embody a fusion of both technology and magic.


Overall, although people seldom consider it consciously anymore, these three forces can be summarised in the minds of the average imperial as follows:

The Church embodies tradition, representing the enduring "proper" ways upheld during Imperial rule for over 500 years. Guided by The Multi-Faced Pantheon, the Empire navigates challenges to maintain its leadership in The Known World. With a strict hierarchy from the lowest acolyte to The Prime, The Church is largely viewed as benevolent and compassionate, imparting the teachings of the Eleven Gods. However, in cases of heresy or corruption, they become more militant, deploying orders like The Holy Forces and The Inquisition as necessary. Despite the often zealous nature of these groups, many citizens recognise their main role is to protect against hidden and perilous threats. The Church is deeply integrated into both the Imperial Government and the noble houses, cementing its position within the Empire's foundation. The Prime commands as much respect and power as The Empress, focusing on spiritual matters while the latter addresses state affairs. Bound by an ancient alliance, even as technological advances pose concerns for The Church, it is understood that as long as the Empire stands, The Church will endure.


Technology signifies progress and innovation, marking the new and evolving methods that are ushering the Empire and its people into a golden age of industry. Long gone are the days when magic vanished from the world, leaving the people of Moralinth to rely on their own skills. The rise of industrial advancement has led to significant breakthroughs in science, medicine, and engineering. Supported by influential organisations like the Imperial Technical College (ITC) and the Estanian Rail Network (ERC), technology is increasingly viewed as a compelling alternative to religion. When the Blight spread across the Known World, the Church appeared powerless against its advance. Although modern science has struggled to halt the actual corruption, the engineering expertise used to swiftly enhance the massive Enclave Walls and the creation of Extroclave trains to connect isolated megalopolises are seen as major achievements for technology advocates. Overall, technology is viewed as the path forward by many citizens, representing a mindset focused on discovery and outward exploration, in contrast to religion, which many perceive as introspective and backwards-looking. Most technophiles understand that the Church is not going to disappear anytime soon, so they choose to focus on their research rather than traditionalist opinions. This doesn't mean that all technological endeavours are flawless; many experiments have failed and caused significant societal backlash. The Clockworks, for instance, were celebrated as industrial marvels but also led to numerous deaths during the Clockwork Revolt, an event still remembered by many.


Magic stands as the third, hidden pillar of this ideological trio, with its ancient secrets just beginning to reawaken in the world.

With only a tiny fraction of the population being able to perceive and interact with The Dark, magic is seen in a similar fashion as it is on Earth today: something of a fable and myth by most, and as a powerful force by a rare few who are not given any real credence by the majority. While there are some people in The Known World who still believe in magic, most are either ridiculed for their beliefs or, in the worst-case scenarios, reported to The Inquisition as heretics. This animosity toward the spiritual leads most who believe in magic to work from the shadows, to avoid persecution and keep to secret groups or cabals. Some older families continue ritualistic traditions of their ancestors, and in the case of some fringe cases, whole nations might still follow magical practices, but for most, this is simply just tradition: virtually none possess the ability to cast magic as is written in their older family texts. The only truly universally accepted form of ‘magic’ is that of magicians – parlour tricks and illusions done for entertainment for the upper classes.


Activities like séances and card readings are gaining popularity, although they risk going awry if an Uncanny individual is involved. While much of the Empire generally disbelieves or disdains magic, the nations of Lyryris and Timicias are notable exceptions, embracing magic as an integral part of the world order, as influential and tangible as both faith and industry. In Lyryris, magic is deeply intertwined with its ruling class, the Maji, and although there are no more Sparked individuals there than elsewhere, magical traditions are still regularly observed and practised.

The nation of Timicias strongly believes in reincarnation, with the idea that its rulers can be reborn into specially prepared host bodies, allowing them to rule again or impart their wisdom as Ushabti. Nonetheless, true magic is largely regarded as mere superstition by most Imperials, easily dismissed as fanciful or the feverish imaginings of a disturbed mind. However, for those with the Spark, the reality of magic is undeniable, with all its accompanying wonders and dangers.



 




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

It's spooky season next month! Just like our Hallowe'en 2024 blog, we'll be giving away more free lovingly-crafted goodies on this page next month, so come on over to see what's bubbling in the cauldron!


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


Happy Gaming!

- Adam


Art by Adam Donovan, Roguelike Games

 
 
 

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