Latest from the Creator
Wade D
1 day ago
Welcome new people!
A special welcome to those from the "What are you Painting now?" community!
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Wade D
5 days ago
Final week, and time for our final push!!!!
If you have not yet pledged, now is the time to do so!   Thanks so much to everyone who has helped us get to this point: pledging, providing feedback and just being an active part of making our little community a welcoming place :)
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Wade D
5 days ago
Final Week, Minis & Maps!
G'day everyone. We are now in out final week for the campaign! For today's Update I want to take a look at or minis and some of the maps from the Setting Guide. Those of ...
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Wade D
6 days ago
Will be a new Update tomorrow!
Hmmm.... I think this Update will show off some of the maps in the Setting Guide book, especially for the Kingdom of Ire!
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Wade D
11 days ago
Giants, Chompers & Tweaking the Stretch Goals!
G'day everyone! For today's Update I want to start with a little campaign housekeeping, I've tweaked the Stretch Goals to be more in line with the tempo of this campaign. • N...
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Wade D
14 days ago
Updated FK Timeline + I'm on the Aussie Role Call podcast!!
G'day everyone. Recently I had the pleasure of being on the ARC podcast where I got to talk all things Fragged, dice, crowdfunding and why dogs are the best! >> PODCAST LINK...
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A special welcome to those from the "What are you Painting now?" community!
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PROJECT UPDATE
Wade D
CREATOR
5 days ago

Project Update: Final Week, Minis & Maps!

G'day everyone.
We are now in out final week for the campaign!

For today's Update I want to take a look at or minis and some of the maps from the Setting Guide.



Those of you who have been following Fragged for some time know that I LOVE minis and have been making them almost right from the start.

>> UNBOXING VIDEO OF THE MINIS <<

I'm really happy with how these prototype prints came out. Very detailed and tough. I'm excited to make more and more Fragged minis as a refine my development process.

Kingdom of Ire


Maps

Every RPGer loves a great map, as they not only bring our worlds to life and solidify our descriptions, they also help both GMs and Players to plan as a team. The Fragged Kingdom 2 setting guide book is filled with maps for every nation, giving special attention to the Kingdom of Ire and the Holy Kingdom of Catla.

Here are just a few:

Holy Kingdom of Catla


Drasong Clan in the Bloodstone Desert


Tarquinius Republic


Kraken Isle Pirates


All of these maps are created by me, each one taking days of work to draw and refine as I fleshed out the world of Akharon.


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If you have not yet pledged, now is the time to do so!
 
Thanks so much to everyone who has helped us get to this point: pledging, providing feedback and just being an active part of making our little community a welcoming place :)
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PROJECT UPDATE
Wade D
CREATOR
11 days ago

Project Update: Giants, Chompers & Tweaking the Stretch Goals!

G'day everyone!
For today's Update I want to start with a little campaign housekeeping, I've tweaked the Stretch Goals to be more in line with the tempo of this campaign.

  • New $90k goal - I will create a supplement for holdings (villages, towns, castles, etc...) and mass combat.
  • Removed the 3rd book goal, as we're not going to make that.
  • PDFs of Stretch Goals will go to all pledges (including the Digital Only pledge).

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: Holdings & Mass Combat Supplement at $90k, a 2nd adventure at $120k, and an additional STL/Miniatures Package per 200 people who purchase the physical miniatures - PDFs of these books will be free for all and physical books are addons.

Now, lets jump into some lore!!
 


Giants

“We knew not what was coming. We had heard whispers of their conquests, but those had been far-off tales. Meer rumours. We would soon come to know them with terrifying clarity as the giants gleefully devoured livestock and soldiers. They ripped up trees and our houses to use as projectiles.”
- Commander Elias Bard.

  • Perk: You’re Big!
  • Gain 7 Endurance per point of Strength (normally 5).
  • All damaged characters (or a section of nearby terrain) may be moved back 1 (2 if Tiny, 0 if Big) space (does not change facing).

The Giants are a collection of supersized, bipedal monstrosities. They tower above the other species and their footsteps shake the earth with every step. To feed their mammoth bulk, they must consume vast quantities of food. While they prefer meat, they are not picky and have been known to eat bones and entire trees if nothing else is available. The Giants inherit their voracious appetite from Ugra’thok, their creator and god of consumption. The very physical and present Ugra’thok lies at the centre of a giant city far to the west across the Gale Sea, a huge, four-armed monster as large as a mountain. He is so humungous and distended that he cannot move, his legs atrophied after being wounded by the ancient Twi-Far hero Faren Drasong. His nation of slaves sustains him, pouring wagons of food and captives into his immense mouth.

Though crude, Giants are not neither unintelligent or devoid of culture, though they have no moral sense of good or evil. Beyond worship of Ugra’thok and a tenuous loyalty to their kin, Giants live only for themselves. They raid for food, enjoyment and trophies. They take a dark delight in the terror of smaller creatures, often capturing prisoners to offer as sacrifices to their insatiable god, or for their own entertainment - keeping them as pets or playthings.

Giants have established a great nation on the continent of Mammon around the torpid body of Ugra’thok. Their cities are chaotic and vast, with colossal buildings rising haphazardly across the landscape. Crude roads cross their territories but always lead to great plazas that are used for gathering food and victims to be sacrificed to their god. In recent years, the coastal territories of the giants have been devastated by the dragon Nelthrezad. Her aquatic minions - including many Dracim, drakes and wyverns - have overrun much of the giants’ traditional hunting grounds, leaving them starved and vulnerable. Unable to drive Nelthrezad off, the giants turned their gaze eastward, seeking fertile lands and unspoiled waters.

Secret truth: Giants are Nephilim, and their god Ugra'thok is mountain-sized Oni with atrophied legs.



Chompers

“Vile little monsters that are a scourage upon Akharon. May Neph be twice cursed in her grave for creating such a plague!”
- Adam Forester, Kaltoran peasant who lost his farm to a Chomper raid.

  • Perk: You’re Tiny!
  • Focus and Intelligence Attributes gain +2 Armour.

Chompers are small black, green, red or yellow-skinned Spawn of Neph that are a little shorter than a child. They have large heads that are dominated by an enormously oversized mouth that is also stomach and anus, all atop a wiry body. They are disgusting and badly formed creatures with an inefficient digestive system that contributes to their ravenous nature. No matter how much a Chomper shoves into its rot and faeces-filled maw, its physiology ensures it will never be sated.

It’s easy to dismiss the threat posed by Chompers. The sight of a single easily frightened creature sniffing the air with an open mouth on the edge of a settlement is comical to behold with its little limbs somehow supporting an incongruously oversized head. Yet those who have faced them before know that this single creature is a threat to the entire settlement, for a Chomper scout will be the harbinger of a raiding party. Worse, if a single scout dies it will excrete a foul stench that will attract more Chompers.

Polymorphic Castes
Chompers come in five ant-like physical castes: Larvae, Peon, Scout, Warrior and the rare Aspirant. Most colonies produce random castes from the mating of adults, while aspirants are only produced in exceptionally large colonies. Larvae are little more than spheres with mouths, peons handle labour tasks (such as nest building and food collection), scouts locate resources (leaving pungent pheromone trails), and warriors raid and fight (and may be assisted by peons and scouts).

Evolving Colonies, Minds & Tools
Chompers are not only shaped by their physical castes, but their intellect and culture also grow to match the evolution of their colony. There are four broad stages of a nest that are defined by the tools they have stolen: Primitive (only rocks and clubs), Basic (pitchforks, shovels, spears, slings and tattered clothes), Established (swords, armour and fire) and Advanced (bows, basic machines and mounts). Some scholars have also noted historical tales of Mythic and Twisted/Hobchomper colonies that have access to techno-magic from divine ruins or a large source of body-warping wylding.

New colonies have primitive minds that think only of violence, food and reproduction. Successful colonies that have raided farm tools and weapons will develop minds that can contemplate basic crafting, crude tactics and simple resource management. Chompers are dependent on raiding and stealing tools to advance their colonies, as they can never learn to create more than simple tools and make crude adjustments to stolen equipment. They are a mocking parody of civilisation at best.

Aspirants
Most dangerous of all Chompers are the aspirant castes, rare variants that are born one in two hundred (more frequent if the colony has access to wylding).

  • Assassin (Established+): Skilled at stealth, poisons, tracking and assassinations. Their scouts are more dangerous.
  • Beastmaster: Skilled at managing resources. Trains up animals and monsters to be mounts and combatants. 
  • Brood Queen (access to wylding): Very rare. Has a large body that can produce larvae of any caste (including aspirants).
  • Possessed: Enslaved to a dark (ethereal or wraith) spirit or able to use enchantment magic. Has exotic powers and is often insane.
  • Putrid (Basic+): Skilled with potions, poisons and tactics. Uses pheromones to convey complex ideas to other Chompers.
  • Ogre (access to wylding): Very large and strong. Must be directed by other Chompers (often through chains and spear pokes) due to their stupidity.
  • Knight (Advanced): Skilled at combat and crafting armour. Trains up animals and monsters to be mounts. Their warriors are more dangerous. Their scouts are less dangerous.
  • Rager: Strong, aggressive and uses dual or large weapons. Their warriors are more dangerous.
  • Sourcerer (Advanced): Skilled at techno-magic. Their scouts and warriors may use techno-magic weapons.
  • Sporemancer (access to wylding): Skilled at wylding magic and able to create fungizombies.

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Hmmm.... I think this Update will show off some of the maps in the Setting Guide book, especially for the Kingdom of Ire!
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