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$41,588
pledged of $30,207 goal
backers

All or nothing. This project will only be funded if it reaches its goal by .

$41,588
pledged of $30,207 goal
backers

All or nothing. This project will only be funded if it reaches its goal by .

About this project

  • 3 new Sourcebooks.
  • Each book has 155+ Pages.
  • Premium Quality Production: Full Colour, Hard Cover.
  • A printed version of Fragged Seas will be unlocked via Stretch Goals. A PDF copy may be added to your pledge for +$15.

This campaign aims to fund the development of two (now three!!) sourcebooks based on the Fragged Empire Core Rules. Fragged Empire is a post, post-apocalyptic science fiction setting that focuses on cultural tension, genetic engineering and exploration. Fragged Aeternum,  Kingdom and Seas use versions of Fragged's highly flexible rule system, refashioned to suit these two new styles of play. You will need the Fragged Empire Core Rule Book to play in these two settings.

Most pledges come with a PDF copy of this book, printed copies can be purchased from our website or added to your pledge for $80 (see our Add-On section).

“It seems to me that there are only two options in this city. Either you look right at all the ugliness and risk it breaking you or you look away and never know the truth. The thing that will really gnaw at your brain is when you start to wonder if you ever had a choice. Maybe we were all supposed to look. Maybe we were never meant to.”

- Babbled by a man in rags outside the Greyburgh Market.

The stories of the Tethered are told on the streets of Aeternum, heroic tragedies, which will never be acknowledged by the people they are sworn to protect, play out in brutal fashion. The flash of black powder and the gleam of a blade in the moonlight accentuate their struggle. Death is little more than an inconvenience to them, but each defeat carries a measurable cost in human souls.

Aeternum, the eternal city, is a place of strife and mystery. It is a metropolis that spans the entirety of known existence; its buildings, parks and streets stretch from horizon to horizon without end. Within Aeternum the souls of the dead do not lie still. When a human dies, their soul will rise from their body as a green ghost of their former selves. After the briefest pause, that soul will either ascend into the sky or crawl down beneath the ground. The people of the infinite city live their lives under the shadow of a disturbing revelation; the vast majority of souls do not ascend.

Many try to live by rules which will deter the descent of their souls, but no clear path has ever been found. Traumatised by the implication of their fate, most citizens of Aeternum choose to ignore the notion of souls altogether in an attempt to maintain their sanity. Despite their self-denial, the city is at a breaking point, caught between two mighty forces and their own weaknesses.

With no resources of their own the people live by the whims of Celestials, immortal beings of golden light who follow their own private agendas. Many do not see the Celestials as saviours, they cast them as jailors. Worse still are the vile Fiends, bestial creatures of nightmarish design, born from the evils of mankind. Fiends seduce, corrupt and destroy all that they influence. More troubling than the existence of these two great powers is the knowledge that the Fiends come from below, where most souls go, and the Celestials come from above.

The people of Aeternum are mere bystanders. The Tethered, an order of undying champions, have stepped forward to guide and protect humanity. The early Tethered chose man over Celestials, Fiends, and worldly motivations. They strived to ensure that the people of Aeternum can live long, fruitful lives, giving them time to find a way for their souls to ascend. While the Tethered still advocate this grand ideal, their numbers and resources have dwindled, forcing them to loosen their entry requirements more and more with each passing year.

The task of the Tethered is not a simple one. When night falls and the city’s gaslights spring to life, the worst elements of man and Fiend alike are laid bare. The struggle is endless for the Tethered. The people of Aeternum are eager to look away from their woes, and gratitude for the Tethered’s task is rare. Still, the Order pursues its goals relentlessly.

Features of Aeternum's rules:

  • Based on the Fragged Empire rule system: medium crunch, 3d6, classless, etc...
  • Simplified rules that are suitable for both long and short games.
  • All PCs are immortal: PC deaths and TPKs are to be expected. GMs are encouraged to not hold back.
  • Thematic Natures in place of Races: Beast, Deranged, Martyr, Pious, Shrewd or Thaumaturge.
  • Thematic Stances in place of Outfits: Aggressive, Avoidance, Block, Endure or Out Wit.
  • New Drive Complication system: PCs are rewarded for pursuing their characters' goals and acting in accordance to their personality.
  • New Suspense Roll system where passing a Skill Roll may come with a cost (perceiving and understanding too much may be detrimental to your sanity).
  • New Combat Momentum system: characters will build momentum points as they fight, and may spend them to boost their damage.
  • New NPC types: including Power Groups and Immense NPCs.
  • Simplified Healing system: ongoing Attribute damage plays a less significant role.
  • Expanded Theatre of the Mind Combat Rules: giving the GM more options and choices.
  • Fragged Aeternum Character Sheets.

“The Archdruid has been defeated!”

The cry sounded at the gates of Stronghold and was carried through the streets by joyful faces eager to spread the good news. The people came out of their homes slowly, wary of some trickery, but the words seemed to be true. The scouts had returned. The Archdruid, their tormentor, was dead. Stronghold was, for the first time in a generation, free.

The people of Stronghold couldn’t believe it. They had suffered under the threat of the Archdruid and the siege of his army for so long, the relief was palpable. Mary wrapped her arms around her children and held them tight to her chest, hot tears of relief streaming down her cheeks.

“Mommy, why are you sad?” One of her children asked, apprehensively.

“I’m not sad, my love” she whispered in hushed tones. “For the first time, I see a future for our family.”

- Mary Fletcher, Kaltoran refugee.

Akharon is a world scarred by war and overflowing with monsters, where so much has been lost, waiting to be reclaimed by those bold enough to set foot outside of Akharon’s last bastion, Stronghold. It is a world besieged by malevolent forces who channel the planet’s own dark magic and strange otherworldly creatures with malicious intent. It is a world where death and mystery wait around every corner, behind every tree, in every rocky crag.

But it is also a world of hope. The war that has lasted a generation is over, and the denizens of Stronghold, the fortress city, have begun to step out into the world once again. What awaits them is a vast and unexplored land, overgrown and full of resources and lost magic waiting to be re-discovered.

But the evil druids, the forces of the dark god Neph, are still out there in the wilds, plotting their next move. They may have been unable to conquer Stronghold, and their leader lies dead, but they will not stop their campaign until all civilisation on Akharon is extinguished.

The four races who took up residence in Stronghold - the Kaltorans, Legion, Remnant, and Tolatl - are once again free to spread their civilisations across the face of Akharon. As Stronghold struggles to support its growing population, and food rations grow thinner, the time has come for bold adventurers to leave, and reclaim the wilds.

Features of Kingdom's rules:

  • Based on the Fragged Empire rule system: medium crunch, 3d6, classless, etc...
  • Campaign focused rules: that are suitable for both classic fantasy adventure focused games and epic empire building games.
  • New Crafting Rules: players will need to explore the darkest corners of the world to collect the rare components needed to craft the best gear.
  • New Holding Rules: players are able to establish towns, cities, castles and fortresses! These Holdings will produce unique Trade Goods that may be used to expand the Holding or to build personal Buildings for the players.
  • New Combat Momentum system: characters will build momentum points as they fight, and may spend them to boost their Actions.
  • New NPC types: including Troop Groups and Monster NPCs.
  • Expanded Theatre of the Mind Combat Rules: giving the GM more options and choices.
  • New Mass Combat Theatre of the Mind rules: that will require players to levy troops from their Holding, command large forces and work as a team.
  • Fragged Kingdom Character Sheets.

“You plan on sailing the seas, yes? You seek adventure, the promise of treasure? Aye yes, there is adventure to be had, there is treasure to go around, enough to make you and everyone of your crew wealthier than the richest Tyvorosi. But be warned; you are but a child to the sea.

This is a world of gods and magic now; the sea reeks of death - there are a hundred ways to die on the waves, none of them noble. But go. Stake your claim. Make your mark. Survive, if you can. Better die on the waves and as a free man than here, on land, rotting away under the rule of others.”

- Jolly George, Captain of the River’s End.

Welcome to Fragged Seas and the world of Toil: a world of magic, myth, and adventure. Join the crew of a mighty ship and try to survive in a world consumed by the madness of ancient gods who have cursed the land and filled the world with magic and monsters. Navigate the waters of the Faerie Sea, the only safe haven from their direct presence, but beware the greed of fierce pirates, the machinations of once-great empires, and the terrible monsters which hunt these dark waters.

Once, Toil was home to mighty empires and proud nations. They tamed the land, fought wars and made history. But this was all before the Rise: a dark magic awoke ancient eldritch gods, the Esoterica, long trapped inside the Fallen Star that had once broken the world.

The Esoterica ravaged the mainlands, destroying minds, empires and entire cities. Each Esoterica brought with it a curse; a terrible malady radiating from within, affecting everything it touched save for the Faerie Sea itself. The Fallen Star was a ward, it seemed, protecting this lone sea from the Esoterica and their curses.

Now the remnants of Toil take to the Faerie Sea in an attempt to escape the gods. Here, the Free People are at an advantage, as they have long made their home among its many hidden and remote islands. Others, new to the seas, such as the holy Kestrelt Empire, wealthy Tyvorosi Trade Guild and the magical Shrajh, must adapt to this new life to survive. These nations clash as old grudges roar to the surface and fuel endless war, forcing smaller factions, like the deadly Rakala and populous Natives, to take sides. Meanwhile, piracy is a constant threat, and the Esoterica’s spawn, dangerous monsters unaffected by the Fallen Star’s power, stalk the seas.

Welcome to a world of unrest and magic, of cannon-fire and blood-drenched shores, dark gods and monsters. A place of terror and adventure beyond measure, where life is short, but unrelentingly packed with thrills, cruelty beyond measure, and the nobility of a rare shining deed of heroism in a broken world.

Welcome to Toil.

Features of Seas' rules:

  • Based on the Fragged Empire rule system: medium crunch, 3d6, classless, etc...
  • Campaign focused rules: steal a ship, put together a crew, explore and get rich!
  • Loot, Treasure & Greed! After every fight you will make a Plunder Spare Time Roll to determine what you have looted or learned from your enemies. You will gain more from harder enemies and if you dont bring your Crew along.
  • New Ship Rules: Build your ship to suit your needs. Fight other ships and call in cannon fire support!
  • New Crew Rules: All players will have access to a small team of loyal crew that will follow you into combat... but they will want their cut of the plunder!
  • New Combat Momentum system: characters will build momentum points as they fight, and may spend them to boost their Actions.
  • New Monster NPC type.
  • Expanded Theatre of the Mind Combat Rules: giving the GM more options and choices.

 

  • 3d6 Dice (Aeternum): +$12.
  • Extra PDF: Sourcebook (Aeternum, Kingdom or Seas): +$15.
  • Extra Print & PDF: Sourcebook (Aeternum or Kingdom): +$60.
  • Print & PDF: Fragged Empire Core Rule Book: +$80.
  • All current Fragged Empire PDFs (Core Rule Book, Antagonist Archive, Protagonist Archive, Let Sleeping Gods Lie, Genetic Spectres, Alien Flame, Ghost Ship Carthage, Fragged Empire Short Stories, Reference PDF);+$40.

Want a printed map, poster, custom iPad Cover, resin miniature, or a myriad of other Fragged products? Then visit one of the below links.

  • Red Bubble: Print on demand product site. Great for posters, stickers, notepads, hoodies, etc... If you need help navigating this site, please feel free to send me a private message.
  • Fragged Empire Online Store: Your one stop shop for all existing Fragged books and miniatures. Ideal for people located in Australia, NZ, USA or Canada.
  • Modiphius: Stock all of the existing Fragged products. Ideal for people located in Europe.
  • DriveThruRPG: The best place to buy Fragged PDFs.

All shipping costs will be collected after the Kickstarter campaign via our BackerKit Pledge Manager. This allows us to adjust for stretch goals, to not overcharge backers by having blanket prices, and gives us more time to work with fulfilment services to get the best possible price.

All orders will be shipped at our expense to fulfilment warehouses in the United States, UK, and Australia before being posted out to backers.

Estimated Costs:

  • USA mainland, west Europe, and Australia: $15aud.
  • Canada, NZ and east Europe: $25aud.
  • Rest of the World: from $35aud.
  • Ordering additional books will slightly increase costs.

By the very talented Jesse James! You can support his awesome work via his Patreon page.

Aeternum - Dark Omens

Kingdom - A New Journey

Seas - The High Seas

Once the Kickstarter campaign has finished, all backers will be given the opportunity to join the playtest for these new books. PDFs should be sent out within 4 weeks of the campaign ending.

Risks and challenges

This is my 3rd Kickstarter, I've got this ;) International shipping and stretch goals are always a little tricky and may delay the final delivery date.

Learn about accountability on Kickstarter

Questions about this project? Check out the FAQ

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    Lost Soul

    1 Sourcebook PDF of your choice.

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    Kaltoran Ranger

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    Tethered

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    Cutthroat

    All 3 Sourcebook PDFs (Aeternum, Kingdom and Seas) +Fragged Empire CRB +all PDF stretch goals.

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    Legion Barbarian

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    Fiend

    12 PDFs: Core Rule Book, Antagonist Archive, Protagonist Archive, Let Sleeping Gods Lie, Genetic Spectres, Alien Flame, Ghost Ship Carthage, Fragged Empire Short Stories, Reference PDF, Fragged Aeternum, Fragged Kingdom and Fragged Seas +all PDF stretch Goals.

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    Tolatl Alchemist

    Same as 'Legion Barbarian' +1 additional printed Sourcebook.

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    Archdruid

    You and up to 4 friends will be invited to play a private game with Wade at PAX Aus 2017 (or at another Melbourne location and time if required). Your adventure will be considered canon and will shape the history of Fragged Kindom.

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    Golem

    You and up to 4 friends will be invited to play a private game with co-author Adam Paciorek at GenCon USA 2017. Your adventure will be considered canon and will shape the history of Fragged Aeternum.

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    Celestial

    You may work with Wade to design an antagonistic NPC or Faction for Fragged Aeternum. Your antagonist will have 4 pages of content (art, writing and stats) in the Aeternum Sourcebook.

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