It is a thriving tropical nation, dominated by human barbarian tribal cultures. They resist the Red Dragonarmy and support Solamnia. Let’s learn more about Nordmaar. Buy Tales of the Lance: https://www.drivethrurpg.com/product/16961/Tales-of-the-Lance-2e?affiliate_id=50797
Transcript
Cold Open
If Conan existed on Krynn, it would be in Nordmaar.
Intro
Welcome to another DragonLance Saga episode. My name is Adam and today we are going to talk about the nation of Nordmaar in the War of the Lance Era. I would like to take a moment and thank the members of this channel, and invite you to consider becoming a member by visiting the link in the description below. You can even pick up Dragonlance gaming materials using my affiliate links. I am referencing the Tales of the Lance boxed set and War of the Lance sourcebook for this information. If I leave anything out or misspeak, please leave a comment below!
Discussion
Nordmaar is filled with richly independent people. These cultures have thrived in this dense jungle, swampy moors and vast grassland terrain when no one else could. So what about Nordmaar makes it different from its neighboring islands or nations? It breeds a proud and defiant people who dwell in the land that the Solamnics refer to as the Last Stronghold of Good in the North. But this tropical peninsula was not always as such. For thousands of years before the Cataclysm, the Cuichtalic, the largest Nordmaarian tribe, dwelt on islands. They looked much like northern plains barbarians of the Ergothian Empire with dark skin, and more primitive tribal cultures. When the Cataclysm happened, the Cuichtalic called it the Rising, as the land rose from the sea and formed the peninsula we know of today. In the decades that followed, the tribes of the Cuichtalic continued warring and vying for resources and territory, while simultaneously warring with the new threat from the barbarians of the south that the waters of the Northern Courrain ocean protected them from in the past.
While the tribal wars raged, Solamnic explorers came to Nordmaar, investigating the new land. As the jungles and native species of the islands spread at a rapid pace along this new mainland, the Cuichtalic learned admiration for the respectful and patient Solamnics. They ultimately aided them with the southern barbarian attacks and from that point on, the Cuichtalic and Solamnics relationship would strengthen, albeit with strain over the next two centuries. In two hundred and two the two nations went to war and fought up into the Astivar Mountains. The war eventually ended amicably and their trade and Solamnic habitation was accepted.
The peninsula can be divided into three distinct regions. The North, the West and the South. The North features thick tropical jungles. The Flora is so lush one may never touch ground when passing through it. It hosts rugged coasts and deep valleys all filled with exotic wildlife. The West hosts a vast open expanse of wastelands. The easterly winds strip the topsoil from the earth, keeping the northern storms at bay, but creating unforgiving sandy deserts. And the South features the Great Moors with waters plunging twenty five feet in some parts. Its Leech-infested waters and muck filled valleys are home to a wide variety of rare and exotic fruits. This region is a natural deterrent to explorers.
Bounded on three sides by the Northern Courrain Ocean, Nordmaar’s humidity is matched only by its incredible heat. With its long summers, many of the ferns and trees never drop their leaves except in the Sahket Jungle where the trees do shed them to conserve water creating an eerie and deadly appearance. The population is estimated at two hundred and sixty four thousand with just under half of those as nomadic humans, another third civilized humans and the rest a motley collection of Lizardfolk, Draconians, ogres and others.
Nordmaar was ill prepared for the Red Dragonarmy, and as it swept over the land decimating Solamnic strongholds, enslaving the population and stealing its resources. The independent spirit of the Nordmaarians was ignited and all throughout the war, bands of the myriad tribal cultured hunted and killed as many dragons and Draconians they could find. After the King was killed in the first wave of the invasion, his son capitulated to the invaders largely for the sake of his people from his seat in North Keep. The Horse Lord of the south has continued fighting the invaders from their city in Wulfgar. A cult known as Soilbrood in the Sahket jungle is said to be studying illnesses of animals and plants but to what end is unknown, as are their alliances.
North Keep is the capital of Nordmaar controlled by the Cuichtalic tribe at over twelve thousand in number. It is a sprawling stone city perched high on sturdy pillars above the thick undergrowth. It features grand stone walkways and exotic gardens, all leading to the grand temples in the heart of the Keep. Its architecture is mixed in influence. Jachim is the next largest city at just under six thousand in population. It is a primary trading port, and one of the largest cities on the east coast. It’s fortified due to its proximity to North Keep. It is run by the amiable Topotlic tribe. Willik is the next largest town with a population of over four thousand. This sister city to North Keep is home to the spiritual Cuichtalic with many temples dedicated to the Earth Mother. It has been subjugated by an ogre priest of Takhisis, keeping its population in line. Pentar may not be the largest port town with under four thousand residents, it does host the most ships, and the largest fishing fleet. Its floating marketplace is said to rival Palanthas markets! This town has accepted the Dragonarmies occupation in order to continue their lifestyles. Wulfgar is a fortified city with two thousand residents. It is the home to the Khan of the Wastes and the nomadic Huizitlic tribe, who pay him tribute. At its center is a horseman arena which acts much like the minotaur circus, allowing contests of legal and social dispute to be resolved. It is occupied and used as a bloodsport arena in this era. Jotan and Ungar are villages of just over a thousand people. These ancient settlements are home to the Netzalic tribe. They prefer isolationism and living in the old ways. The roads to them are overgrown and the towns are regularly raided for slaves by the Dragonarmy. And finally Jennison is a village of under a thousand. Mainly composed of refugees of Valkinord. This shanty town is isolated by the Sahket Jungle and the Great Moors. It was once a frequented port city, but the Xocnalic tribe refused to work with the Solamnics.
Apart from those cities, there are other important sites like the Emerald Peaks. It is the highest point, running east to west and is the original isles of the tribal people of Nordmaar. It’s rumored a great dragon swallowed an ancient city and slumbers beneath Starseeker Peak where the inhabitants continue to live. The Great Moors are just as thick with trees and foliage as the north, but its steaming waters inhibit travel for all but the Xocnalic tribe who thrive here, using its exotic fruits for medicine and alcohol. Mother’s Promise is the northernmost edge of the Sahket Jungle. It is marked by an extraordinary tree at over two hundred and sixty feet tall, estimated at two thousand pounds and over fifty feet in diameter. Mothers Promise is a Giant Ceibo Tree discovered less than a decade after The Rising. It is seen as the source of all exotic life in Nordmaar and a gift from the Earth Mother Chislev. Lastly the Sahket Jungle is a fifty mile wide rainforest that spans over a hundred miles up the Last Coast running into the Miremeir waters. It is so dense and lush that no settlement can withstand it, and it is believed to be inhabited by dangerous creatures and evil humanoids.
Outro
But that is all I have to say about Nordmaar in the War of the Lance Era. Did you know about the exotic flora and fauna of Nordmaar? Would you play a primitive barbarian centered campaign therein? Leave a comment below.
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The darkness might conquer, but it could never extinguish hope, and though one candle may flicker and die, new candles would be lit from the old.
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