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Tales from Forgotten Europa

Europa, a world similar to our own. Life on the Continent, the times of the Holy German Empire and the Black Armies of the British

D&D (3.5)

Almafi. When the Barcas led their thousands to the very heart of Pax Romana, they trod over the lands that would become Kamarg, and the travels of their armies led to the nation’s formation. Already thrown into revolt and peppered with small fiefdoms by the contractions of the weakening Roma empire, The Barcas of Carthage offered partnership or death, and many were the lands that flocked to the Carthaginian standards, for survival if nothing else. When Hannibal and his brothers ended their campaign, and Pax Romana sped headlong to its demise, the lands of southern France were left leaderless and without direction. While France worked to consolidate itself as its own lands, it was saddled with the former aristocracy, and this was a lengthy process, the coast-lands were left on their own, visited often by traders from far off lands, and those far, far less peaceful.

For a decade these fiefdoms cling to life, until the coming of Lord Robert, called “the Brass” for his affectation of wearing armor he made himself, glided entirely in brass. Robert wasted no time bringing order to his immediate areas and expanding most aggressively to the borders of the lands that France could and did defend. Robert’s own allegiance is something lost in the fog of time. His identity, his heritage, and his goals are not known by even the most devout historian. And there are many, many historians and scientists interested in Robert, the Brass Count of Kamarg. Robert brought with him a knack for inventions never equaled.

Kamarg is not a land of any intrinsic value, save its location. Primarily lowlands, it is a country of wetlands, areas poor for true agriculture, what the uneducated would call fens, bogs, or even swamps. Robert extended his borders only slightly, capturing a few close knit cities. Kamarg itself is perhaps 200 leagues in length, and shallower across. Instead of expanding into the political chaos of Europa, the Kamargians (now calling themselves the nation of Kamarg) commenced building. First and foremost are the fearsome bleak towers.

Kamarg’s bleak towers are a chain of large watchtowers which string the landward boundary it shares with France (and the tip of Tilea). These towers are extremely large for watchtowers, fully 200 feet in height and very broad around. They stand within sight of each other, and truly there are hundreds in total. Contained therein are detachments of elite Kamargian fighters. They are specially trained and devoted to the upkeep of their towers, truly the only means by which Kamarg has remained free. Within the towers are weapons of eccentric, grotesque and downright freakish manner. They are all horridly effective however. After some few failed invasions, Kamarg is left to its own, and the lands immediately before the towers are kept sown with bones to stand mute testament.

Today Kamarg continues it odd life on the Continent. It is a land of manufactories, each city of size comprising the machineries and refineries and the people who man them and work them. Kamarg has become safe from the seaward side because of this very lifestyle. Already fens and wetlands for a shoreline, the pollution and effluvia of the cities and their technology serve to make their shingle of coast into a wasteland. Espana is particular worried as this begins to impact its own territorial waters, but Kamarg has traded and made enough of a peace through sharing its inventions that for now, there is a quiet, if uneasy, peace. No one trusts the Kamargians, and for their part, they seem diffident and apart from the rest of mankind. Dwarfs are particularly reviled in Kamarg, and there are no holdfasts or families of the short folk from this area traditionally. Dwarf-made items are not welcome, and there are no enclaves or embassies. Black-powder, steam technology (as infant as it is), and gear-work all come from Kamarg. They have reached masterwork in one arena, that of clocks, and their clockwork is renown the world over. A very strange people, with a strange life and destiny.

Royal Family:

Janor, the Bearer of Brass (royal title), Highlord of Kamarg, Defender of the Marshes

Fininia, “the Fen Queen”, First Lady of Kamarg (royal title)

Tivig and Vikram, Crown Princes “the Heir and the Spare”, twin princes

Cog “clockwork man” Resident Technologist and Priest of the Cult

Grumnor Armstrong “the Strong Arm”, Chief Technologist and High Assembler, inventor and tinkerer



Cities of Note:

Kamarg, the capital, “Ironworks”

Buudpest “Steelworks”

Tangleroot “Brassworks”

Malfi “Clockworks”

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