(RPG PDF Spotlight) Fragged Kingdom 2nd Edition – Setting Guide

Fragged Kingdom 2nd Edition – Setting Guide

by Design Ministries

“New and ancient gods stir in the wild and techno-magical world of Akharon. Malicious forces gather within and around the Kingdom of Ire as her ageing demigod king nears death. Will you fight for her future?”

——————————————————-

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.

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.

Creet **New Species**

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.

Dracim **New Species**

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.

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.

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.

+ the Remnant, Tolatl, Twi-Far, Twin Blooded and many Wild Folk species!!

Fragged Kingdom 2nd Edition – Setting Guide is available through DriveThruRPG in PDF.


Please note:  The links in the post above are “affiliate links”. This means if you click on the link and purchase the item the author of this post will receive an affiliate commission.

Leave a comment