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AU$ 57,331
pledged of 55.000 AU$ pledged of 55.000 AU$ goal
624
backers
3days to go

All or nothing. This project will only be funded if it reaches its goal by Sat, July 27 2019 1:00 PM UTC +00:00.

AU$ 57,331
pledged of 55.000 AU$ pledged of 55.000 AU$ goal
624
backers
3days to go

All or nothing. This project will only be funded if it reaches its goal by Sat, July 27 2019 1:00 PM UTC +00:00.

About

  •  3 New Region Based Books: For Fragged Empire, Aternum and Kingdom. 
  •  Each book has 164 Pages.
  •  Premium Quality Production: Full Colour, Hard Cover, Lots of Art, Maps and Lore.

This campaign aims to fund the production of three new region books for the tabletop RPGs; Fragged Empire, Fragged Aeternum and Fragged Kingdom. These books will have a focus on lore, with plenty of maps, factions, NPCs and locations. They will also include additional rule options for PCs and GMs.

To fully enjoy these books you will need the following books (PDFs of these can be added to your pledge for $30aud, see the Add-Ons section for more details):

  • Mishpacha: Fragged Empire Core Rule Book.
  • Greyburgh Market: Fragged Empire Core Rule Book & Fragged Aeternum.
  • Arcane Bay: Fragged Empire Core Rule Book & Fragged Kingdom.

Current Fragged books, miniatures and dice may be purchased from our website, and PDF products may be purchased from DriveThruRPG. Many current products are on sale (up to 50% off!) for the duration of this campaign.

“Paradise, some say - a home for all the vagabond castaways of the Haven system – but that’s not my experience. It’s a wild place, and them that live there eventually go wild too. The land itself is murderous. It’s a cunning land, with vines to strangle men in their sleep, and diseases to slowly drive you insane while you sweat blood through your skin…”

“What? Why am I going back…? Best big game in the system! I’ve looked down ol’ Jezzie’s scope at some of the most terrifying monsters in the universe on that hateful world. You know you’re alive when your hunting one of them virus-mutated freak Nephilim in the steamy jungles of Star… and you know you’re dead when they start hunting you.”

- Interview with Darius Ventari, famed Legion big game hunter, missing.

From orbit, Mishpacha is a world of deep blues and vibrant greens. At first glance her three giant continents betray little sign of civilisation, covered in verdant, undulating carpets of rain forest, broken only by jutting volcanic mountain ranges rising like the bared teeth of Mishpacha’s many deep and forlorn valleys.

Once a Kaltoran world, her wild ruin-covered reaches are populated with idyllic flora and fauna born of the gloried powers and imaginations of the Archons. Mishpacha is the only unclaimed world in the Haven system – a frontier, offering asylum to the wicked and persecuted alike.

This beautiful frontier world, seductive in its striking colours, and beckoning with promises of treasure and freedom, hides a deadly bioweapon-ravaged landscape. The Nephilim mutagenic bombardment at the height of the Great X'ion War sowed the seeds of horrifying mutant flora, whose sweet scents and alluring colours conceal mortal poisons and lethal tropisms. After X’ion abandoned them, the Nephilim left entire armies behind on Mishpacha, surrendering them to the mutagen-laced environs which twisted these lost troops into the teeming feral herds that now plague Mishpacha’s dark jungles.

Most of the colonies on Mishpacha are located on Star, where hardy folk attempt to tame the landscape to their needs or hide from prying eyes. Some of these communities are born from whatever faltering ship brought its people to the planet surface – with huts and lean-tos erected from bulkheads and cargo containers. Other colonies are lashed together from what bits of jungle flora won’t kill those who approach it, and others still are hollowed out of the ruins of the hundreds of ghost cities concealed deep in the jungles.

Not everyone seeks Mishpacha as a new home – the jungle planet’s lost cities, hidden caches of powerful technology, and Feral Nephilim big game also attract a host of explorers, treasure-seekers, adventurers, and hunters, ranging from the mercilessly professional to the utterly foolhardy. Mishpacha’s many horrors devour all with ease, and yet the promise of adventure and hidden wealth summons a new flock of daredevils every moon-turn.

New Empire Rules:

  •  3 Races (Tolatl, Oni & Half-Bloods).
  • 16 Racial Traits.
  •  New optional Minion Weapons, Variations, Modifications & Traits (replaces Drones & Companions).
  • New Colony Rules, Traits & Buildings.
  • 48 Misc Items.

“Come one, come all, come fat, come small, we’ve wares to sell and dreams to weave, desires to stoke, and ailments to balm. You there! Stride no further into the market! First, harken to me! Close your eyes, traveler, just trust me, I’ll not steal from you. Good, now imagine what you seek, anything, even if it has never existed - a bauble conjured purely from your most fevered dreams… now open your eyes. I guarantee you’ll find it here in Greyburgh... it’s all a matter of seeking. But some seek day and night, for years even! First they lose their way among the labyrinthine shops and stalls, then they lose their purse, then their teeth, then their mind.

The market can be a harsh mistress, friend, but fear not, you’ve me to guide you. I swear I’ll see you to your heart’s desire and safely out again… for the right price… everything here in Greyburgh has a price… if you are willing to pay it.”

- Graemin Satterlay, Greyburgh Market Barker and Lantern Guide.

The Scarsbourne river draws fleets of mercantile vessels from the vast reaches of Aeternum to Greyburgh Market, there to divest their exotic cargo, and disembark cloaked strangers from far-flung places. The market is a crossroads and a dumping ground for some the most arcane and esoteric oddities coughed up by vagabonds, traders, the dead and the dissolute. Any goods and services imaginable can be found for sale among the market’s sprawling warrens of shops, stalls, tents and stands, and for the right price, any dream can be bought, and nightmares are sold for a song.

Learned and dedicated seekers can unearth any number of priceless relics, from the funerary scrimshaws of long-dead magistrates, and arcane orreries whose levitating spheres match no starry sky ever glimpsed by sage or traveler, to sheet music to soaring arias about heroes whose names have sunken into antiquity, strange votive candles sculpted from soul-wax whose wicks hiss and scream with the voices of the undying, and the tattered journals of long-vanished explorers bearing their hastily scrawled last wills and testaments.

But to seek is to risk, and Greyburgh draws as many terrors as it does treasures. Horrid predators stalk the stalls as well seeking prey, sport, or perhaps a tome holding the secret to whatever ancient curse drove their family into ruin, and turned their flesh to putrefaction. Knives hide beneath cloaks, talons up sleeves, and more than one cowl conceals an ancient vampire’s glistening fangs. Forbear, for Fiends, deathless horrors, and cursed beasts prowl and (even peddle their own wares and services) throughout Greyburgh Market.

From the Market’s southern spur, the long, serpentine Greyburgh Street slithers and wends its way across the entirety of the Strigham District, bringing the insidious and inscrutable interests of noble houses, and other intrigues into the market where tensions sometimes explode into murderous melee or arcane duels.

More perilous still, the market rests in the long and sinister shadow of Drachengeir’s Palace, where the towering draconic-Fiend, a living cathedral of smoldering bones and eldritch horror, dwells within its crumbling and ancient lair. To date, the Fiend has never directly preyed on the Market, choosing to feast and raze elsewhere, rather than disturb his roost. However, occasionally the odd relic from Drachengeir’s Palace finds its way into the market stalls, found by some tinkerer or peddler in the gutters, washed down from the draco-Fiend’s teeming hoard of long-forgotten treasures… and what ire might this misplaced bauble inspire in the Fiend is best left to the terrified imaginations of the District’s storytellers.

Beyond Drachengeir’s Palace lies the wasteland-slums of the Spooks, where roving gangs and stalking nightmares slaughter the Districts poorest wretches another with abandon. The blood from this charnel house occasionally splatters far, and though Drachengeir’s Palace stands as a cursed bulwark between the bedlam of the Spooks and Greyburgh, the Fiend’s corruption also spreads like slow-moving cancer through the houses of rich merchants and the desperately poor without prejudice.

However, nestled into an abandoned alleyway in Greyburgh, lies a long-abandoned tower, its shingle though worn and warped by time, still bears the emblem of the Tethered. Once an Order House kept a watchful eye upon Drachengeir and the many dangerous denizens who make this Market. Perhaps brave heroes of stalwart heart could fan the Order House’s cold lantern hearth to golden flames once more, and strive to cleanse the seeping corruption from Greyburgh at long last.

New Aeternum Rules:

  • GM/PC Guide to Natures.
  • GM/PC Guide to Magic.
  • GM/PC Guide to Suspense Rolls.
  • GM/PC Guide to Corruption & Madness.
  • 53 NPC Variations & Traits.
  •  2 Natures (Overlord & Gadgeteer).
  • 29 Nature Traits.
  •  1 Weapon (Bombard Ranged).
  • 21 Weapon & Arcane Variations & Modifications.
  • 35 Misc Items.
  • 46 Magic Rituals.

“Some see only the darkness of the monster-infested wildlands that surround the Arcane Bay, but not I. Here, a man might be master. A woman might crown herself queen. There is a world for the taking, and brave souls like you and I, we might make it our own. There is no end to this dream of a new dawn, and the maps have no borders, but those we shall ink upon them. Come. Join me and together we shall build a brave new world.”

- Larsos Shenai, Remnant Vanguard.

Wild winds and waves swirl and crash across Arcane Bay buffeting careening carracks which haul fresh souls daily from Stronghold and Pol’s Rest where the last bastion of civilization teeters on the edge. The salt and sun-kissed shores bid farewell to fresh Vanguard explorers, Kaltoran refugees, mercenaries, fugitives, opportunistic worshippers of Corp, monster hunters, traders, and homesteaders. All seeking to carve out a new home from reclaimed land.

These brave men and women chop and cleave at the ever-encroaching grasp of druid-enchanted woodlands. But this glimmer of new civilization must be reclaimed from a vast and yawning darkness. Beneath the canopy of the northern Archdruid Woods, hordes of monstrous Nephilim, roar, rove and hunt anyone foolhardy enough to venture into their domain, and though the Archdruid is slain, no one knows if a new leader rises to claim his mantle among the scattered remnants of his once sweeping army.

Newly arrived explorers seek the ruined ramparts of the great cities their grandmother told them tales of before the war. Treasure hunters lust for lost spoils or covet secrets buried beneath the war-torn wilds. Alchemists hunt for rare ingredients growing wild in the Archdruid Woods to unlock soaring new heights of arcane power.

Even as the old war ends, new blades and banners are raised on the horizon. The abatement of hostilities between the southern Legion barbarians and races of Stronghold and Pol’s Rest grows tenuous as the arctic hordes strike out east claiming vast swathes of territory, and the old grudges grate anew as rival towns are settled on their borders.

Meanwhile, the infighting lords of the Great Houses descend into fresh bloodshed and strangle the outpost settlement of Pol’s Rest with their unchecked ambitions. Adding their voices to this cacophonous squabbling, the Eternal Priesthood tears itself asunder as some seek to return Neph to their pantheon while others forbid her worship as heresy punishable by demise most dreadful. Amidst this rising strife, the discordant feuds of the past lurk like restless phantoms to haunt the new era of peace as all seek to lay their hand upon the helm of the coming age.

More than a few refugees hold a simpler wish in their hopeful hearts - to carve out a parcel of land to call home in the wake of the harrowing war. To the west of Arcane Bay lies the unspoiled region of Arcane Point, ravaged by barbarian longboats, but spared the Archdruid’s magic by his timely death, and as of yet unclaimed. This land may prove the perfect sanctuary for those fleeing Stronghold and Pol’s Rest in wish of a new life.

All the while, the great wrym Languorem, slowly unfurls his voluminous wings, and the shadow of his corruption spreads into Pol’s Rest with each passing day.

The dragon must die. The world must be reclaimed. New cities must rise from the crumbled vine-choked ruins the Archdruid left in his wake. Brave heroes are needed to forge the future, for the world shall be wrought in the image of those who reclaim it. Master or warlord, king or queen, hero or conquerors… to which title shall you stake your claim in Arcane Bay? 

New Kingdom Rules:

  • GM/PC Guide to Magic.
  • 54 NPC Variations & Traits.
  • 18 Background Traits.
  • 11 Weapons.
  • 33 Magic Variations.
  • 21 Utility Items.
  • 74 Misc Items, Tasks & Services.
  •  A comprehensive list of all options (Races, Traits, Weapons, etc...) from all books, placed in one easy-to-reference PDF. 
  • Each Reference PDF will be updated (via DriveThruRPG) as future books are released.
  • The retail price will go up as additional books are released. The retail price for each Reference PDF starts at $20usd (about $27aud).
  •  Backing this Kickstarters is a great way to cheaply pick up these PDFs ($10aud each, or via specific Pledges). 
  • $60k, Fragged Empire Novel: Lessons from the Past (PDF).
  • $65k, (Locked).

Current Fragged books, miniatures and dice may be purchased from our website, and PDF products may be purchased from DriveThruRPG. Many current products are on sale (up to 50% off!) for the duration of this campaign.

All prices are in Australian dollars (about 0.70 USD, 0.55 Pound, 0.62 Euro). You will be able to confirm your Add-Ons after the Kickstarter campaign has ended via our BackerKit Pledge Manager.

All prices are in Australian Dollars (about 0.70 USD, 0.55 Pound, 0.62 Euro).
All prices are in Australian Dollars (about 0.70 USD, 0.55 Pound, 0.62 Euro).
  •  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 fulfillment services to get the best possible price.
  • All orders will be shipped at our expense to fulfillment warehouses in the United States, Australia, and United Kingdom before being posted out to backers.
  • PDFs will be sent out via DriveThruRPG.

Estimated Costs:

  • USA mainland, Australia and the UK: $15aud.
  • Canada, NZ and the EU: $30aud.
  • Rest of the World: $40aud.
  • Ordering additional books will slightly increase costs.

If you're SUPER keen to enjoy the rules in from these new books, send me a private message once the campaign has ended and I will send them out to you. Anybody who helps with play testing and proofreading will have their names credited in the back of a book.

Risks and challenges

This is my 5th Kickstarter, I've got this ;) International shipping and stretch goals are always a little tricky and may delay the final delivery date. There has also been talk of new USA tariffs, and we are not yet sure about how shipping between the UK and the EU will go after Brexit - but I expect these to only create minor disruptions.

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    * Custom made Character Sheet along with artwork (comic style) of your character.
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