The world of Akharon is not as it once was; techno-magic, and the emergence of new gods and species have reshaped every walk of life. Malicious forces gather within and around the Kingdom of Ire as her ageing demigod king nears death; if they are to survive they must break free from their enemies and forge new frontiers. This is a setting that leans heavily into themes of exploration, action and natural vs civilisation, with a dash of politics and a hope for a better future.
A typical game of Fragged Kingdom will see you and your friends take on the role of a character from one of eight core species. You will join together to form a ragtag band of mercenaries who traverse the Kingdom of Ire taking odd jobs, exploring and getting into trouble.
Fragged Kingdom is set in the same science fiction universe as Fragged Empire, where the people of Akharon have technologically devolved and psionic nanites are making the gods real. This ‘true truth’ of Akharon can be embraced or set aside as much as you like in your personal games. The world’s sci-fi elements are only there to add depth to the lore, offering structure to magic while preserving a sense of mystery.
(Excerpt from 'Ruins of Dray' short story in the Setting Guide book).
A flash of mystical energy surged through the metal surface, and then, the wind was rushing past as the four of them plummeted through what used to be the ground. The fall was mercifully short, and Gwenyr managed to land, catlike, in a crouch. Jotar also landed heavily on his feet, sending tremors through the ground; Rök came plummeting from above a moment later, the hound woofing slightly as he landed in his master’s arms. The unlucky ones were Izel and Sigrid, who tumbled to an ungraceful stop in a heap on the floor. Feeling a number of aches that would surely be far worse come the morn, Sigrid grasped her stave from where it had fallen, using it to aid her to her feet. Izel seemed to have fared better; the diminutive Tolatl had sprung upright, patting his body to check that all his equipment was still in place.
They looked up just in time to see metal flowing over the roof like liquid. Sigrid reached out to the roots and plant life that had embedded itself in the ancient temple, whispering the very first wylding spell she’d ever learned, taught to her on that night when the coven had taken her from her home. Softly glowing spores began to drift from the living plant life, and in just moments, they had a source of light.
“By the gods…” Izel breathed as they finally had a moment to take in their surroundings.
The chamber was massive, but there was nary a bare patch of wall to be seen. Etched into the stone surfaces all around were fantastical, almost divinely mesmerising etchings, gleaming in the sporelight and dazzling in their complexity. Sigrid was vaguely aware of automatons; Dray worshippers often had tapestries or effigies of the ancient machines, all clunky gears and gleaming spheres, not unlike those they’d seen on the outer door. The rock walls here depicted something that seemed far beyond anything of that sort, all minuscule parts and criss-crossing, wire-thin etchings in dizzying patterns. The only thing interrupting the sight were hanging tapestries woven with colourful techno-magic patterns, the meticulously woven creations making for a dazzling contrast against the prodigious etchings displayed on the surrounding walls.
At the room’s far end loomed a massive bronze statue that must have been Dray. The god was bent over a forge, a hammer clutched in one of his metallic hands and raised high over his head, almost unrecognisable as ornately shaped flames coated his body. Izel was already drifting in awe towards the statue, while Jotar eyed the effigy with the same suspicion he’d given the door.
“When you’re all done gaping,” Gwenyr snapped, “we have a serious problem.”
The warning in her tone firmly wrested the attention of her three companions away from the room’s aesthetics, and Sigrid glanced around to see movement at the twin archways on either side of the statue. The spores cast them partly in shadow, but their movements were stiff and unnatural, jerking between each step. They were not the movements of living creatures.
“Forge Soldiers!” Izel cried. The bulky metal beings dragged themselves through the archways - four on the right side, three on the other - clearly in a state of rusted decline, but imposing nonetheless. “I wasn’t sure any would still be working. Long ago, the Keepers...”
“History lecture later,” Gwenyr interrupted, running full pelt towards the nearest automaton on the right. A split-second later, Jotar roared and hefted his hammer, his footfalls pounding against the metallic floor as he charged towards those on the left, Rök bounding by his side.
Following in the footsteps of Fragged Empire 2, the 2nd edition of Fragged Kingdom has improved on the 1st edition in every way! The timeline of the setting has been moved forward 200 years, with the world of Akharon now including numerous emerging civilisations, new gods - such as the goddess of life and death, Nijin and Jinin, who have taken the place of the now dead Neph - new monsters and new lands to explore.
The rules for 2nd edition are slimmer andmore intuitive while also increasing the depth of your options. Fragged Kingdom 2 will play much like Fragged Empire 2, but with a greater focus on melee combat, magic, camp rules in-place of a spaceship and momentum rules in-place of munitions.
Fragged Kingdom 2 has a greatly expanded list of PC and NPC species:
8 core PC species (including the new Creet and Dracim).
6 supplemental species (including Dryads, fey-like Elves, Lycans and Dhampir).
19 core NPC species (including Children of Pol, Chompers, Giants and Slime).
5 powerful NPC species (including Angels, Dragons, Deities, Jinn and Vampires).
Your party will also create a Camp, where you must select your mode of transportation, gather equipment and possibly even recruit supporting NPCs.
The Fragged Kingdom is primarily set within the fledgling Kingdom of Ire and the many species that call it home: the Creet, Dracim, Kaltoran, Legion, Remnant, Tolatl, Twi-Far, Twin Blooded and many Wild Folk.
Default stating nation for your campaign! - North for endless forests, east to desert slavers and dragons, south to Legion raiders, west to your cold-war frenemy!
Kingdom of Ire **New**
Rising from the ashes of civil war, the Kingdom of Ire has grown to become a vibrant tapestry of many cultures, religions and people. From the frontier forest towns in the north to the bustling cosmopolitan cities of the central duchies, Ire’s variance is its unique quality. Crossing a regional border within the kingdom is akin to crossing into a new nation, as many cultural aesthetics, faiths and laws immediately change.
While some of Ire’s noble lords have good intentions and the skills required to govern their lands, others are petty tyrants or incompetent libertines. Each ruler is given broad authority to run their domain as they will, and unity within the nation is only possible due to the demigod might of the king and the many threats to their nation that bind them in purpose.
Gods, demigods and great spirits aplenty!
Neph is Dead & New Gods Rise!
“Here lies the head of Neph, hated goddess of nature. Her rage against civilization was finally silenced by the fell blade of the meek Fik. From her green wylding blood arose her daughters Nijin and Jinin to take her place as wardens of life and death. Let us love these new gods as we did not love their mother, lest we bring about their rage and a repeat of history.” - Tlaloc Catla, expedition commander to Neph’s head.
Crystal people who love animals, and are cautious of gods, metal and magic!
Creet **New**
Created by the evil god Dos, the crystalline Creet have long distrusted all deities and hidden away from their selfish schemes and untrustworthy magic. Primarily in the distant northeast of the Whispering Jungle (Verdant Creet) and the volcanic southern mountains of the Blood Stone Desert (Ashen Creet), the Creet have been so effective at remaining hidden that their presence was not known until they were discovered during the Druidic War just two centuries past. There are undoubtedly more hidden Creet nations to be found.
The Creet were enslaved by the Archdruid to fight in his great war, and by the Twi-Far Drasong Clan for cheap labour and to be sold to the Holy Kingdom of Catla. The majority found their freedom with the civil war that created the Kingdom of Ire. Some have sought to return to their ancestral homes but most have remained to forge themselves into a new people (Unveiled Creet) that are starting to make use of techno-magic and worship gods for the first time.
Creet are famous for their crystalized bones and skin, and are a hardy and good-natured people who love to work with natural wood, stone and crystals. They consider metal a culinary delicacy and love to keep animals as pets.
Nephilim dragon people!
Dracim **New**
The great dragons ruled much of the early Age of Darkness and slumbered for a thousand years until the Druidic War awoke them with the irresistible scent of wylding magic; the glowing green power of the late goddess Neph that turned the Archdruid and the dragon Languorem into demigods. Carving out a warped realm for himself, Languorem created the Dracim to be hatched from dragon queen eggs to work in his new nation as disposable slaves. Many other great dragon kings have purchased this power from Languorem with vows of loyalty and gifts of wylding so that they too may create their own servile people.
Languorem has long used the Dracim to extract resources, craft tools and wage war against his rivals. Tens of thousands of his Dracim have been captured and enslaved by the Holy Kingdom of Catla and the Drasong Clan. Many under Catla rule were liberated by the civil war that formed the Kingdom of Ire and did not wish to return to their brutal creator.
The Dracim produce very few eggs of their own and without dragon queens they were doomed to fade away. Their salvation arrived when the king of Ire permitted three nestless dragon princesses (Frey, Hail and Gullv) to roost in his capital city of Kethwick. Their integration into the kingdom has been tumultuous, but the eggs they provide have stabilised the Dracim of Ire and allowed them to move towards a future beyond the tyranny of dragons.
Genetic memories without the PTSD!
Kaltoran
Born with the memories of their ancestors, Kaltorans are innately skilled and commonly maintain deep familial bonds. Throughout Akharon’s long and complex history they have frequently formed the backbone of many nations’ workforce of farmers, craftsmen and scholars. They are also responsible for the modernisation of the Ta’Di religion, adapting its animistic beliefs with mainstream Eternal religious doctrine.
So important are the family skills of a Kaltoran that they will often marry for the cultivation of these memories over love, even among the peasantry. But with so many generations of managed procreation, they can struggle with vocations outside of their fields of expertise. They are a specialised people that tumble and crack if their established processes are broken.
History is replete with legends of great Kaltoran knights who were unmatched in combat, techno-mages that opened up new paths of arcane inquiry, master blacksmiths who forged legendary blades and farming families that cultivated great harvests during droughts. But also of dark family secrets coming to light when a child gained their ancestral memories, craftsmen unable to adapt to new technologies and ancient blood-soaked grudges that can never die.
Hulking super soldiers flourish in a world of muscle and might!
Legion
As a physically imposing species with a strong disposition towards conflict, the Legion commonly find themselves drawn to military roles both physical and tactical. It was they who formed the backbone of the unstoppable army of the Empire of Catla that conquered the world’s largest continent, and they are often the guards of towns and nobles. But not all Legion are the servants of masters, some are the heads of ancient great houses, wise Ta’Di seers who seek the wisdom of spirits or skilled tribal warriors who wrestled control of the wild southern tundras from Jötnar giants, frenzied frost Trolls and the mighty dragon Psychrosis
All Legion share a desire to be warriors, and those who choose alternative paths must tame their inner fire with discipline and other physical activities. Many Legion choose to work in frontier colonies, intermittently fighting off monsters and raiders between the tilling of fields and building of homes. These brave settlers are rewarded with deeds to fertile land and the respect of those who enjoy the safety that is secured by their blood and sweat.
You can't have a fantasy world without animal people :)
Remnant
The Remnant have a complex and difficult history that is filled with many villains, victims and saints. They are also a species of great physical variety, with some as small as a Tolatl while others tower over the Legion. Most are feline in appearance, but others have some semblance of a bear or rodent.
It was they who were the first enchanters and initial followers of the peaceful teachings of the self-described ‘one and only’ god known as the All-Being. His devout All-Monk followers (along with other outcasts) were hunted down and driven out by the ancient Empire of Catla into the distant Whispering Jungles of the north. It was there in those isolated monster-filled lands that the Remnant Archdruid created his syncretistic religion before laying waste to civilisation. It is the Remnant who rule the beautiful Tarquinius Republic that survived the Drudic War, but also the Remnant Salt Pirates of the Kraken Isles who plague the eastern seas.
While the Remnant do not have the spectacular physical gifts of the other species, they are on average stronger, smarter and more agile than others. Their population in the Kingdoms of Catla and Ire are few, and they have learned to keep to themselves, often travelling in small nomadic groups that offer specialized services. Some are suspicious of them, but most are thankful for their friendly smiles, news of distant lands and their monk’s healing gifts.
The historic nobles, priest, rulers and founders of civilisation!
Tolatl
Despite their small stature, no species has had such a profound impact on the civilised nations of Akharon as the Tolatl, as they have long dominated many of its seats of knowledge and authority.
The first to form a large multi-species nation, they rose to prominence with the creation of the massive Empire of Catla before its fall to the Archdruid. They now rule the Holy Kingdom of Catla, and across the continent they are often Eternal priests, bureaucrats, teachers, architects, artists, techno-mages and the leaders of organised crime. Without the Tolatl there would be no techno-magic, great civil institutions, an organised Eternal religion, a shared common language or any influential multi-species nations. But it was also they who historically led the charge to kill druids, drive out peaceful All-Faith monks, plunder southern Legion tribes and enslave the Creet and Dracim.
When you just want to blow stuff up with your finger blasts!
Twi-Far
Radiant and otherworldly, the magical Twi-Far inhabit bodies formed from two independent sentient species: the physical form and mind that they are born with, and an ethereal spirit that they merge with at a young age.
There are two great Twi-Far nations; the brutal Drasong Clan slavers of the Blood Stone Desert who dispise all gods, and the contemplative people of the distant Fari and Eyna islands who worship the great spirit phoenix Peridil. Both follow the Ta’Di religion and see themselves as wardens to the many majestic spirits that reflect the health of the natural world.
Those who have found themselves in the Kingdom of Ire commonly live in rural towns and villages. Though more than a few have learned to harness spirits of fire in the industrial forges, and there are many travelling Ta’Di Seers that make their way through the world tending to sick and enraged spirits.
When you love to mix and match your parents!
Twin Blooded
The children of parents from different species have long walked with feet along two paths. While they may be a symbol of unlikely love, act as a bridge between cultures and draw physical qualities from two lineages, they have never been permitted to be their own stream in the history books as they are unable to have children without the help of dangerous wylding magic. This single feature more than any other has come to relegate them to the edges of society.
Childlessness can have many cultural implications; from labour shortages in a family business, potential loss of lineage and inheritance, social isolation and a lack of support in old age. Peasants look upon Twin Blooded with compassion if their parents are known to the community, while still privately discouraging such cross-species unions in their own children. The aristocracy are often far harsher as Twin Blooded are rarely allowed to carry the family name and are treated as bastard offspring. The demigod king of Ire being a Legion-Remnant Twin Blood is a sensitive topic among nobles, especially as he has produced no children.
Many Twin Blooded are drawn to work as priests, travelling merchants or sellswords, while some fail to find their place and are lured into lives of banditry and thievery.
Fragged makes use of its own unique classlessrule system that allows for a large amount of customization, not just in how Players build their PCs and equipment, but also for the GM and what kind of campaign they want to run. Fragged also seeks to liberate Players by allowing them to construct a wide variety of characters (rich or poor, bipedal or monstrous, etc...) and party compositions (a party of soldiers, a team of mages, a smuggler team, etc... ). I would categorize Fragged as an accessible medium-crunch rulesystem that respects both the narrative and mechanical sides of RPGing.
The core resolution mechanic of Fragged involves the rolling of 3d6, adding on a bonus (or penalty) from your proficiency of a Skill, and rolling against a target number. With each roll of a "6" allowing you to do something special.
Traits are the building blocks for characters. When a PC gains a Level they will acquire a new Trait for one of their Attributes or Trained Skills. These Traits come in a variety of styles and complexities, thus allowing each Player in a group to customize their gaming experience without negatively affecting the experience of other Players (ie: Players who love mechanical complexity may select a complicated 'Combo' themed Trait, while their story-focused friend may select a 'Narrative' themed Trait, and their laid back friend may select a 'Rules Light' Trait).
Weapons and Outfits in Fragged are constructed by selecting a base option (ie: an Arming Sword or Battle Axe) and then selecting a Variation template (ie: Steel or Fire) to define its nature. Then, throughout a campaign you can apply various Modification (ie: Personalised or Slaying) to truly personalize your equipment.
Fragged makes use of a Downtime system that allows PCs to spent Spare Time Points to pursue personal interests. These Spare Time Points can be spent to acquire new equipment, modifying existing gear, study, trade and healing.
Though not required, combat in Fragged is best done with miniatures/tokens on a gridded battlemap. As the rules encourage the thoughtful use of movement, cover and positioning.
Fragged Kingdom 2nd EditionRule and Setting Guide are both hardcover with 204 pages of premium quality content, American letter size (216mm x 279mm), and will give you all that you will need to run a game.
The Rule book will contain all of the rules for the game, along with a large collection of pre-made NPCs and items.
The Setting Guide book will give an overview of the setting (playable species, monsters, history, magic and religion).
Wyld Out! is a 40 page softcover adventure that is ideal for GMs and Players who are new to Fragged. Comes with pre-made PCs and is intended to provide 1-2 game sessions of play.
Reference Supplement is a supplement that will list all of the rule options (Species, Traits, Weapons, etc...) in a single easy-to-use PDF, and will be released and updated as new Fragged Kingdom 2 books are released.
3d6, a set of premium quality dice made by Q-Workshop.
Following the crowdfunding campaign we will use a BackerKit pledge manager to collect your postage details, shipping costs, and accept late pledges. Pledges will be shipped out from one of our fulfillment warehouses in the United States, Australia or United Kingdom.
Physical miniatures will be posted separately and earlier from our factories in the USA and UK. PDFs will be sent out via DriveThruRPG. STLs will be sent out via MyMiniFactory.
* I'm keeping a close eye on the tariff situation between the USA and China in regards to the costs of my books, but it looks like we wont have any issues. ** This also covers all VAT costs.
I'm going to speak plainly. As with my Fragged Empire 2 campaign I do not wish to focus on stretch goals, as they can cause production bloat/delays, unreasonable expectations, low-quality add-on products and encourage artificial marketing (such as creators removing features so they can add them back in as Stretch Goals). We're just going to have three primary stretch goals: a 2nd adventureat $120k, a 3rd hardcover "Creatures, Critters & Cretins Guide"bookat $180k and an additional STL/Miniatures Package per 200 people who purchase the physical miniatures - PDFs of these books will be free for those pledges with 'All PDF Stretch Goals', PDFs will be addons for pledges without 'All PDF Stretch Goals', and physical books are addons.
While this campaign does not have a large focus on Stretch Goals, I know it would be encouraging for many of you to know how I plan to spend the additional funds that we may raise.
Additional padding to absorb postage/shipping expenses (especially to those who live outside the USA, UK and Australia).
Additional funding to increase production speed.
Printed endpaper for all hardcover books.
Bare book backs – no barcodes, logos or sales blurbs. All of these will be printed on a separate piece of paper that will be placed under the books plastic wrap cover.
Early development of the next Fragged projects (just how previous campaigns have allowed me to do so much early development on this project).